FOR THE RECORD [LUIS/JMTB02] STILL THINK FLASH MX IS THE BEST FLASH VERSION EVER MADE.
So why do you guys use later versions?
John I can understand, but Luis, couldn't most your animations be done without filters?
Buzzwerd's game
At 2/28/07 03:36 PM, TrueDarkness wrote:
At 2/28/07 02:27 PM, Bezman wrote:
Hoping the levels are more streamlined than it looks there though.
What would you suggest? I'm looking to take some advice for this one :)
It's more of a feeling than an actual observation. Hard to know for sure when it's just a video of just part of just one level. I don't know how much further than level expands, or even what the primary goal of the levels are - to beat x enemies? To flip the switches? To simply reach the endpoint?
If what we saw is all there is of a typical level, I may have been hasty and made something of an assumption. I mean it's not too sprawling to lack focus - I just saw a couple of minor problems (in my eyes) that might be repeated to worse degrees.
I wasn't too keen on the way your level split into 2 straight from the start - maybe it just reminded me of those levels where instead of basing the levels on a loose path, then packing as much as can be into that area, it's more a case of deciding upon what you want in a level, then placing it all roughly in a rectangle. Without planning out on paper the path we're going to take and ensuring we don't need to back-track, backtracking is practically inevitable. I personally think that detours are best when they sorta loop around and then bring you back to the same screen you left at.
A lot of it's purely personal preference, but essentially, in plateformers, I tend not to like levels with multiple routes as much as levels with a single path. That's one of the reasons why I preferred Sonic (MD version(Genesis)) to #2.
Also, I hate it when you jump, miss a few coins, then if you want to reach those coins, you need to backtrack and climb back up before jumping again... I just hate games that seem to be a gamble with time at stake. The part I saw at the end of the level, just kinda looked like it'd be a bit of trial and improvement, with a fair bit of backtracking before the improvement can be made.
As I say, it was just a feeling and when I try and find specific things from your video, it's only negligible points, which - in isolation - wouldn't be a problem.
I honestly think Yoshi's Island on the Snes (or, to a lesser extent, the GBA version) has the best overal level design and ingenuity of any 2D game. Certainly any platformer. Ingenious and functional. I love the way so many secrets are packed into those levels. (I'm still working on getting all 7 stars after all these years...) I find myself preferring that to Super Mario's World now - sure, the latter has more of a sense of exploration (specially in the non-linear map) but the former has more secrets per pixel and playing that has both a treasure-hunt feel, whilst managing to almost entirely avoid any backtracking.
Sorry for digressing. I just think if you haven't played Yoshi's Island, you really should.