Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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I realized fun levels are made with block techniques. Not background/poster art. Nothing like that. When we had classic bricks, we had discovered -- and used techniques out of what we had. That was why it was so fun. Today it's all cosmetics and making the level stylish and pretty. It's really about the heart and soul of the techniques and concepts the blocks make. For example, if you look on the minimap, you might see levels with one blue color. However, it's key blocks with two different styles: Closed and Open key blocks. When you go inside this blue key place, it feels like you're in the ocean. Backgrounds serve no purpose at all so they sort of "ruin" the experience.
Take this level for example. www.youtube.com/watch?v=NVpozXmw5DE
You also need a theme very popular. Mario is definitely a popular theme to implement.
Last edited by Noctis (May 1 2014 4:12:26 pm)
Huh. Society.
If someone can combine stylish looks with block techniques, I applaud him/her.
lunchbox
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A trick I use is to avoid any blocks from 2012 or newer. The old blocks have a more "cartoon" style, and look more appealing. I make a few exceptions for blocks that look classic (such as colored windows, coin gates, win trophy, etc.) or are useful for technical reasons (such as boost arrows or liquids).
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wow another topic about whining about how the old times were better. WHAT ELSE IS NEW
I've been doing this for a long time, using some of the newer blocks too. I completely disagree about the blues of being in the ocean. It just feels like you're in a poorly made map. the harsh bold colors are much more intrusive on the eyes then a regular background block ocean. It also heavily restricts what you can and can't do in the level, for example no arrows allowed, making gameplay a dumbed down easy minis to code.
And no art, you say? well you sure made an excellent choice picking that example, a map that is literally about a giant yoshi-luma-planet art! very counter-intuitive choice of level. The new updates (old now) gave us new gameplay and block-art mechanics to use and play with. there never was fog back then, which can be used for lovely ingame art if done right.
you're wrong im right
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Sorry for being too broad (AGAIN) but the art I mean is using backgrounds everywhere, different, weird blocks, et cetera. This is the type of art I make... The art which works well is the art used in my video link shown, and while the "key backgrounds" irritates your eyes, take a look at backgrounds. It's all the same - specifically bright backgrounds. And, although with the prohibition of arrows, you can create very smart gameplay within the key areas. You don't always need arrows.
@fdoou FYI this is not a freaking thread about the past. I just mentioned it ONCE and you overreacted and said it's the old EE stuff. Well sorry for making you complain like always...
Last edited by Noctis (May 1 2014 4:11:34 pm)
The key areas (by this I mean the key doors and gates. this entire post does not talk about the actual keys once.) are hard of the eyes though. bright backgrounds hurt the same way the bright, bold colors of the keys hurt.
Take a look at the backgrounds that exist in EE - you have many many choices that are all darker and easier to look at than the door/gate combo. Dark, and solid colors are very easy on the eyes, and if you prefer a bright solid color, there's options for those too. And on top of that, you can actually make decent minigames, not platforming, speed control and multijumps, which is what you are reduced to if you choose to go for the key and gate method.
Last edited by Fdoou (May 1 2014 4:33:00 pm)
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