dunk0
Stereo Madness
im legit
9 posts
Creator Points: 0
Favorite Level: Exclamation Mark
Hardest Demon: Gluttony
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Post by dunk0 on Apr 13, 2019 11:16:29 GMT -5
Here's a level I made that took me a few months. ID is 54609663 Also I'd just like to say at the beginning I know I used a ton of copy and paste, I would like to get feedback on the rest of the level. Here's the video www.youtube.com/watch?v=RkJ5fajKAF4&t=1s
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Post by RFMX on Aug 2, 2019 7:23:50 GMT -5
This level really confuses me. Insane decoration, rather nice gameplay. It's quite nice, though there are flaws, illustrated later. I just left it for like a few weeks (months? idk) and I came back while copying it. When I try to demonstrate my words by actually doing it, I hit the hall. Here, I'll tell you why I'm struggling to judge this.
(Square brackets refers to timestamps of your video.)
Gameplay
It is nice! Level syncs quite well, and it generaly feels good to play. Some tips though.
- For the first cube part [0:04], perhaps set the platform lower instead of adding a invisible slope to save the player from a crashing dash. Invisible stuff are terrible at gameplay. Anytime, anywhere. (I just made that up, I'm very clever) - Custom portals should be visible. While other portals are okay, the portals in the first ship part [0:18,0:20,0:22] are totally invisible. That thin line is not gonna grab attention. Just make them big and fat. - The transition to the second cube part. [0:40-0:41] Too little time for the player to react to the spike. Players are not you. They need time to read. So let them read. Ideally, they should have at least 1s to react. People can go even further to reacting in 22 frames, (60 fps) so do keep an eye on that. - Path to key of first coin can be more obsecure. Don't just show that line to everyone, everyone will know you need to fall down there. Path after collecting the key may (or may not) be shown be using move triggers though (it's just your preference). - if you intend a part to be auto, don't make something like the last cube part. [2:12 to be specific] When players do not click, they watch, and you want to give something the player to watch. Perhaps giving something to 'wow', making something that's cute. That kind of stuff.
Not really big flaws that kills the level, and most of them can be fixed easily. It doesn't require much coding and time, to be honest. It's not Update 2.2.
Decoration
Here's why I'm confused. When you can make these insane decoration, why the decoration is still so not full? Welp, that was due to the object limit, right?
- More platforms, in both directions. - Rebound of the platforms in the first ball section. [0:33-0:40] - More deliberate custom orbs and pads.
All these things, I'm certain you're not those people who would like to omit everything said above. You are talented in decoration. Pushing yourself to the limits by creating attracting block design, backgrounds. That was before you hit the wall - the 80k object limit.
The most important thing to deal with right now is optimization. That is creating more with less. I cannot figure out what is wrong with your level that made this level so not object-effective - I'm not really a optimization expert. Here are something I came up:
- Downscale stuff. Smaller size, less objects. - Refrain from switching styles rapidly. Switching styles means changing of background, custom ground (if you wish to have one) and other stuff. These all causes extra blocks. - Spawn triggers. These allow you to constantly execute the same triggers over and over. For example, move 6 to 15. (The 98 rotate triggers are a beast though, good luck optimizing that) - Assign the same group ID instead of multiple IDs when possible. This saves trigger usages. - Perhaps reusing stuff you created before? Just use a 0s move trigger and the item will reach your destination in a blink. Just calibrate the x and y movement and you're done. - If you are desperate, it's probably time to dump the original creation and start a new one. It's painful, I know, but through natural selection and experience, the more you create, the better the final product will be.
I think the lack of optimization is the main culprit of making this level not rated. Decent right now. If you optimize the level a bit more and use those saved objects back into more deco, this would be feature-worthy. I promise, cause MOM knows best.
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38 posts
Discord: 70unik
Creator Points: 7
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Post by 70UNIK on Aug 22, 2019 22:12:31 GMT -5
DecorationHere's why I'm confused. When you can make these insane decoration, why the decoration is still so not full? Welp, that was due to the object limit, right? - More platforms, in both directions. - Rebound of the platforms in the first ball section. [0:33-0:40] - More deliberate custom orbs and pads. All these things, I'm certain you're not those people who would like to omit everything said above. You are talented in decoration. Pushing yourself to the limits by creating attracting block design, backgrounds. That was before you hit the wall - the 80k object limit. If you want to decorate more in your level, then you can always use the Object limit bypass hack. Many good levels, especially large levels require the use of this nowdays to bypass the 80K object limit. However, the expense of this is that the level would produce more lag from the large use of objects.
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dunk0
Stereo Madness
im legit
9 posts
Creator Points: 0
Favorite Level: Exclamation Mark
Hardest Demon: Gluttony
Mini-Profile Name Color: pink
Mini-Profile Text Color: red
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Post by dunk0 on Nov 22, 2019 23:35:53 GMT -5
this would be feature-worthy. I promise, cause MOM knows best. Bro you gave me some honestly amazing criticism that I'm definitely gonna keep in mind but bro you're the first person to recognize the part from world of goo my man thank you so much world of goo is like the best game ever
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