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Topic, How to create a new level + tips and tricks

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gameinsky 10 years ago
  I must say my English as improved by a lot compared to 4 years ago...
stanleyang 10 years ago
  I have known about paths.
manufan 13 years ago
  Yes, fair point, but I'm going off what Camo told me. xD
SimonM 13 years ago
  But symmetric levels can also be hard as hell.
manufan 13 years ago
  BLockoban
SPOILER
My idea of a good level is to spread colours out evenly, (if you are doing a sequence of levels). The same, red-yellow levels will just become boring. Also, figure out a good design. One of the most common traps is the pros and cons of symmetrical levels.

Pros:
- Nice Design.
- Good for Beginners and relatively easy.

Cons:
- It's the same trick or twist each time.
- BLockoban is a Logic game. Not an art museum.

It's up to you to decide how to do your level, but consider these points carefully!

Finding a title:
Good titles often consist of words not many people would come across, such as "Staphylococci" by yours truly. Here are my top tips for titles.

- Look in the Dictionary and prowl for words.
- Relate to inspiration you have had.
- Try to visualise the bricks. Squint your eyes.
- Spellcheck. We all have OCD about spelling.

So, they're all my tips for BB, and I hope to be seeing some more levels!
gameinsky 13 years ago
  bump!
aklso, I would like to note that what ferrari said is indeed very important.
gameinsky 13 years ago
  I updated the P4M section.
chris3000 13 years ago
  Little bump. I think this topic helps a lot.
gameinsky 13 years ago
  unexpected bump !
Ferrari12 14 years ago
  BUMP!!!!!!!!!!!!!!!!!!!!!!

Please enjoy my tips, this is not nearly done and will be continously updated later.

General skills:
SPOILER

The title:
SPOILER
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. Original and interesting titles are always recommended


The Thumbnail:
SPOILER
This is forgotten by many inexperienced creators, but it is very important. Try to make it attractive and representative for your level! First of all, take your thumbnail during Test mode, NOT in the editor and take it whilst holding down SHIFT.To take a good thumbnail try to keep this in mind aswell. Do not make your thumbnail oversized as this will most certainly give a spread-out impression. However it's important you don't make it too tiny neither. A thumbnail only containing the Jump Gear car, the Turtle on a straight line or just a blockoban block as these are not particularly exciting. To make your thumbnail attractive try to not have only cold colour like pale blue and green, but include warmer colour like yellow and red.



Blockoban:
SPOILER
The trick here is to get a unique twist on the challenge of your level.

As you can see when you open the editor it's divided in squares where you place your tiles, this grid cannot be affected. You will also see a blue rectangle in the middle of the editor. It measures 9 x 11 tiles which is the recommended size for your level. You can always ignore this and make your level bigger or smaller at will.

The Blockoban editor is relativly simple, but gives alot of posibilities! The most important thing is this: You can not have more targets than blocks of the corresponding colours. You can have more blocks than targets though. However try to avoid implementing to many of these do called dummies.

In Blockoban there are four categories, it's up to you to choose which one your level fits in. The categories are "Kids", "Easy", "Medium" and "Hard". As an inexperienced creator you should probably aim for the Kids or Easy category and work your way up through the difficulities.

When making a "Kids" or "Easy" level, keep in mind that looks are important as the challenge shall be somewhat easy. Try to keep the level symetrical or make it like a picture, though these are also mostly symetrical. An example of Blockoban art is this level by lmr: 2-tu lips (BLockoban). These kind of levels can also be small with a simple and fun challenge like in official level nr.24 by Matty: Getting Started (BLockoban).

When making a level in the "Medium" or "Hard" the challenge is in focus, but aesthetics are important here as well. When making a level in one of these categories you can get much more out of the advanced functions like grouping and ice-blocks. You might have experimented with these before and as you then know, ice-blocks will be pushed when hit by another block and grouping several blocks makes them move together. Making a level in one of these categories is definately not for everyone, especially the "Hard"-category. Only a few masters of the game can make good levels in this category, so don't start of there!

A good rule of thumb in Blockoban is that a level should never need more than 100 moves in order to be completed as this will make your level tedious.




CoBaCoLi:
SPOILER
The editor of this game is not the best editor we have on the site and is quite hard to use so take your time trying to learn it. When you open the editor a simple level shows up, the simplest thing is to just delete it, which I'll explain how to do later on.

First of all you have to open the editor menu by clicking "MENU" on the top of your screen. You will now see six big colored circles and six smaller ones together with a delete and a new shape button.

The big circles are the balls in the game, position them as you like on the grid. (The grid can't be affected)

The smaller circles are nodes you make walls with. This is the hardest part of the editor. When you click one of the small circles you can place it as you like in the editor. You must place three nodes or more to make one object. To make another object you must go to the menu and click "New shape", you can't just click around as you want. You've now made a shape, but for you shape to function as a wall, the spike which appears in the middle of each wall must point outwards. If not the wall will let the ball into the shape, but never let it out. When you've mastered CoBaCoLi you can also exploit this to make inverted shapes on purpose to enrich the gameplay. Here's one of my own levels as an example: Through the Maze (CoBaCoLi)

Left of the "New Shape"-button you've got the "Delete"-button, this enables you to delete any node or ball. Note that any shapes created before the last time you pressed the "New Shape"-button will be deleted as a whole instead of as singular nodes being deleted one by one.

Ït's very hard to make a good level, but try to keep it original, that's the most important thing. And remember there's no neccesity to over-complicate your level, this masterpiece by Pof (Save me from space (CoBaCoLi)) is a fine example that the simplest is often the best as well


Rolling Turtle:
chris3000 14 years ago
  i'm glad, and i'm going to try to get an official this time
Hexicube 14 years ago
  yeah works now...
gameinsky 14 years ago
  How about thar now ? should work!
Hexicube 14 years ago
  it says the messages are not authourised
gameinsky 14 years ago
  't Is done!
gameinsky 14 years ago
  You realise that each time you ask me to update the first post I have to go to internet explorer, right ?
I will soon use the msgid system.
Hexicube 14 years ago
  the arrows in the bottom-left corner that slide the level around
gameinsky 14 years ago
  shift level arrows ?
Hexicube 14 years ago
  oh also mention the shift level arrows, got a level cramped into a corner
Hexicube 14 years ago
  GIS mention the "in-game game styles" button
it shows you what the level will look like in-game, apart from there being no border on walls and powered stuff doesn't work
oh also mention the "fill level with selected" button
gameinsky 14 years ago
  't Is updated.
SuperDog 14 years ago
  "Thumbnails always have to be taken in testmode, while holding shift."

What about Ringmania?

"There is a story in the level that the tutle has to investigate"

Not always the turtle...
chris3000 14 years ago
  that would be helpful because I will be making a bunch of lvls there
Hexicube 14 years ago
  lol its my game(and geckos) :O
probably be like this:
SPOILER
Path4Mouse
When creating Path4Mouse levels it's important to be original, any idea already used often means it's less likely to become official. It's also a good idea to avoid having similar or identical challanges more than once unless it's strictly required(symmetry levels) as it's very frustrating when it's hard.
Try to make use of the curved walls, square edges don't look very good and make the level more boring.
Some of the tiles are bigger than one square, use this to your advantage! build a spinner with lava inside or checkpoints under a sliding wall!
Try to use a variety of tiles(unless it's not a long level), it should help to make the level more entertaining.
gameinsky 14 years ago
  I'll do most parts, but suggestions are always nice :)
Hexicube 14 years ago
  I might add to this when P4M cones out lol
chris3000 14 years ago
  Well, elizea is in jg2.
gameinsky 14 years ago
  In P4M there's no background.
I am not that thought on background, atleast not for beginning users.
chris3000 14 years ago
  I don't think my levels are good enough in some areas. Especially moonlights and JG2. IMO, some admins are a little too tough on the design and background. This will probably happen in P4M too.
gameinsky 14 years ago
  Bump .

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General

First post of the topic

gameinsky 14 years ago
  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.


Quoting birjolaxew from Leveldesigning tips & tricks
Blockoban and blockoban 2:
SPOILER

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.


Tips:

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!



CoBaCoLi

SPOILER

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.

Tips:

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!



Rolling turtle:
SPOILER

The editor has a few flaws, so you should check the level "Newbies (Rolling Turtle)" by oh_bebe It helps a lot!

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.

Tips:

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.


Quoting ilikerollingturtle from Leveldesigning tips & tricks
Hog Pop
SPOILER

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!

Tips:
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
SPOILER

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!

Tips:

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.


Quoting ilikerollingturtle from Leveldesigning tips & tricks
Captain dan VS zombie plan
SPOILER

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.

Tips:
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.


RingMania2.5
SPOILER

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.


Moonlights
SPOILER

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.


Quoting birjolaxew from Leveldesigning tips & tricks
Path for mouse
SPOILER

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
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.



Tips:
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.


Quoting ilikerollingturtle from Leveldesigning tips & tricks
Finding a theme
SPOILER

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.


Quoting birjolaxew from Leveldesigning tips & tricks
How to find ideas ?

SPOILER

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.


Quoting ilikerollingturtle from Leveldesigning tips & tricks
General levelcreating tips:

SPOILER

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:
O----------------------------O
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:
O-------------------------O-O
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 !

General skills:
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 ;)
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