[End of submission period] Level design contest

Re: Level design contest

Postby Tobbi » 21 Oct 2016, 10:24

Vellidragon {l Wrote}:Okay, thanks for the response. :) I think it's done now. I'll be attaching it here, hope it's the right file. My files seem to be in the "Roaming" sub-folder of AppData in Windows 8.1, by the way.

All the cannons that aren't blocked off on either side were intended to use an "auto" direction. I think there are six of those in total. (The inability to save "auto" directions seems to apply to all enemies, not just cannons. They cannot be copied with "auto" intact either.)

Since this is also about testing the in-game editor, here are some more bugs I encountered:

  • Creating an empty level subset, editing its properties and then trying to create a level in it crashes the editor.
  • Copying left-facing enemies sometimes makes the copy face right, but I don't know how to reproduce it. It happened consistently for entire editor sessions at a time, but it doesn't happen when I test it now.
  • Right-clicking a Sleeping Spiky and confirming makes it look like a normal Spiky in the editor.
  • Deleting a section's solid tile layer plays the Tux death sound and permanently changes its size to 0x0. Trying to test such a section closes the program.
  • Erasing single objects only works in "move" mode. Not sure if intentional, but it made no sense to me that the copy/move setting had anything to do with the eraser.


[1] Weird, I thought we'd fixed all instances of this appearing. I will let the rest of the team test. Would you be willing to help us debug once the time's right?
[2] I will look into that as well.
[3] Confirmed, will open a bug in a sec.
[4] and [5] Will look into it!

Thanks for the reports. I will also test your level shortly!
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Re: Level design contest

Postby ThomyW » 21 Oct 2016, 22:15

This is my second level (with industrial tiles)
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Re: [End of submission period] Level design contest

Postby Tobbi » 22 Oct 2016, 15:36

As of now, the submission period has ended! We'll evaluate submissions shortly and check whether they confirm with the style guide.
Contrary to what I wrote at the beginning of the contest, we won't rate the levels alone, but create a poll and let you decide on which levels are the best!
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Re: [End of submission period] Level design contest

Postby moochinook » 22 Oct 2016, 17:35

ohhh no i missed the deadline. well, maybe someone will play it anyways.
i made a quick custom background for the level so you would have to copy the file to data/images/background
enjoy!
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Re: [End of submission period] Level design contest

Postby moochinook » 22 Oct 2016, 19:47

@ Serano, i like all the effects in your levels .. the lighteffects, the floating wood, the burning stuff etc. very nice! ohh and the flying coins!!!
is there a tutorial out there somewhere that explains how it's done?
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Re: [End of submission period] Level design contest

Postby moochinook » 22 Oct 2016, 20:01

Is there an undo-function in the leveleditor like ctrl+z or something similar? Couldn't find it yet.
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Re: [End of submission period] Level design contest

Postby Tobbi » 22 Oct 2016, 20:03

moochinook {l Wrote}:ohhh no i missed the deadline. well, maybe someone will play it anyways.
i made a quick custom background for the level so you would have to copy the file to data/images/background
enjoy!


We've decided to be lenient and include your level. :) Due to the amount of submissions I will have to think about how to best allow a rating system.
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Re: [End of submission period] Level design contest

Postby Tobbi » 22 Oct 2016, 20:04

moochinook {l Wrote}:Is there an undo-function in the leveleditor like ctrl+z or something similar? Couldn't find it yet.


This is on our todo list. Currently, there's no such thing, unfortunately.
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Re: [End of submission period] Level design contest

Postby moochinook » 22 Oct 2016, 20:32

COOL! Thank you for including the level even after the deadline.

Good to know that an undo-function will be there one day. It can be very cumbersome sometimes without an undo option.
I have so many ideas for the editor, but i don't won't to bother you since you probably know best what needs to be done.

Thanks for the good work!
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Re: [End of submission period] Level design contest

Postby Tobbi » 22 Oct 2016, 20:36

moochinook {l Wrote}:COOL! Thank you for including the level even after the deadline.

Good to know that an undo-function will be there one day. It can be very cumbersome sometimes without an undo option.
I have so many ideas for the editor, but i don't won't to bother you since you probably know best what needs to be done.

Thanks for the good work!


If you have ideas, don't hesitate to tell them. We're always looking for feedback.
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Re: [End of submission period] Level design contest

Postby Tobbi » 23 Oct 2016, 00:02

I will also be lenient here and still accept your level for the contest.
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Re: Level design contest

Postby Vellidragon » 23 Oct 2016, 05:06

Tobbi {l Wrote}:Would you be willing to help us debug once the time's right?

Sure, I'll do what I can. :) Thanks for the response. Very cool that an undo feature is on the to-do list for the editor, that was something I was missing as well.
My games and resources: Lanschilandia Games
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Re: [End of submission period] Level design contest

Postby brmbrmcar » 23 Oct 2016, 12:10

Krobonil {l Wrote}:Thanks to the videos of brmbrmcar I even got two elevators moving. Thanks :)

Yay!
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Re: [End of submission period] Level design contest

Postby Serano » 23 Oct 2016, 15:13

moochinook {l Wrote}:@ Serano, i like all the effects in your levels .. the lighteffects, the floating wood, the burning stuff etc. very nice! ohh and the flying coins!!!
is there a tutorial out there somewhere that explains how it's done?


For paths, you have to use the red-white arrow at the bottom of your right toolbar (under "environment"). Controllable coins are in the same menu as the flying platforms. You'll need to click on your desired object until you see the same white square on the upper left like in my screenshot. Then you can click anywhere else and it should create the next path point. Hope it's understandable. :)
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Re: [End of submission period] Level design contest

Postby brmbrmcar » 23 Oct 2016, 17:25

It's rather awkward. I don't know why you have to do that; it was fine in the old editor.
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Re: [End of submission period] Level design contest

Postby moochinook » 23 Oct 2016, 21:05

@ Serano
Thanks! I will give it a try soon.
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Re: [End of submission period] Level design contest

Postby HerobrineRC » 25 Oct 2016, 10:42

Hello!
Can I ask where the winners will be announced*?
It should mi on 22nd and now is 25th.
Thank you!
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Re: [End of submission period] Level design contest

Postby mteufel » 25 Oct 2016, 17:07

HerobrineRC {l Wrote}:Can I ask where the winners will be announced*?
It should mi on 22nd and now is 25th.


It was announced on 2016-10-22 that the plan has been changed in a way so that the community can review the levels and vote on them.
Please contribute to the review process as that helps others create a better opinion on the levels.
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Re: [End of submission period] Level design contest

Postby moochinook » 28 Oct 2016, 19:14

Where exactly can one vote for the levels?
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Re: [End of submission period] Level design contest

Postby Tobbi » 28 Oct 2016, 19:53

I guess I will create a poll page where I will post links to the levels.
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Re: [End of submission period] Level design contest

Postby mteufel » 29 Oct 2016, 11:56

There we go with my feedback (yes, no forum formatting intended because I'm too lazy). There is no particularly important order below, I just played them in that order.

## The Ancient Ruins of the Forest

- Follows style guidelines
- Not too challenging, but also not boring
- Creative use of available tiles, completely new idea
- Tells a story, not just random tiles mixed together

## HMS Snowball Ahoy!

- Largely follows style guidelines
- Path that is 2 tiles high at some annoying location
- Rope is confusing at first - it is usually used with ladder objects
- Mixes in forest tiles into icy tiles
- It doesn't get boring. The snowshot cannons can be challenging at some places.
- Tells a story, with a relatively unique theme
- Even though mixing tilesets is bad, the level makes creative use of forest
tiles in the featured snow environment

## Enter the Base

- Creative use of very uncommon tileset
- Does **not** follow style guidelines
- Small Tux is killed at the beginning, when the player doesn't know what to
expect
- The level should make no assumption about the size of Tux - requiring
buttjump to continue is a bad idea
- Except for requiring big Tux or more, the level is quite easy and then
actually a bit boring

## Into the Palace

- Creative use of tiles that I've never seen before
- Interesting, new theme
- With two exceptions, follows style guidelines
- It is hard to impossible for big Tux to pass the bottom-most "tunnel" in the
first sector (works with small, but not big Tux)
- It is impossible for small Tux to pass the 2 tile high path with snowshot
cannons

## Dear Antarctic Day

- Follows the style guidelines
- Level looks very empty, doesn't tell a specific story, no theme visible

## Polluted Waters

- Interesting new theme
- Does **not** follow the style guidelines overall
- Confusing and hard paths
- Unfair location of reset point
- Is is unclear why there are hidden walls crushing you at the end, when you
jump on the Yeti
- The end in general is unclear/strange
- Mixing in of strange tiles (Antenna)

## Gelada Levelset

- With a few exceptions, the levels do not have a special theme
- The levels are really short
- Have you read the design guidelines?

## HerobrineRC's Levelset

- Again, there are few to no interesting themes
- You haven't read the design guidelines either
- Your levels are really confusing to players

## The Other Castle

- I liked that you used this other tileset, instead of the "standard" castle
themes
- I liked the (custom) music
- The main part is a bit short
- You mostly did follow the style guidelines
- Reset points could be used more often

## Sunny Hills

- Interesting theme
- Follows style guidelines
- Uses elements that are not very typical for forest

## Up or Down

- Forest at night is not used often, so being creative
- Non-linearity is a central element, which makes it interesting
- Follows style guidelines

## The Longest Adventure

- Similar to one of the development levels
- Creative use of tiles
- Follows style guidelines
- **But:** Random collection of tiles, no special theme

## Zeroline Level

- Creativity of theme
- Follows style guidelines, except for
- Reset points could be used more often
- Mixing tilesets tends to be a not so good idea, but it seems interesting
here
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Re: [End of submission period] Level design contest

Postby ThomyW » 01 Nov 2016, 11:33

## Into the Palace

- It is impossible for small Tux to pass the 2 tile high path with snowshot
cannons


Well, that's actually not true. I tried it by myself^^
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Re: [End of submission period] Level design contest

Postby Tobbi » 20 Nov 2016, 12:41

Hello everyone,

voting period is now open. Check this: viewtopic.php?f=67&t=7241
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