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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Overview
Coming across well organized and designed levels such as "EXPro: Forgotten Veil" and "KO Crew: Death Dominion", I have seen vast creativity in the design and overall functionality of the Mini-Game Challenges provided by the creators. New level designers might say this," What is a Mini-Game Challenge?". Well the answer is pretty simple: Mini-Game Challenges are based on concepts that are put together to test the users capability in precision, accuracy and rhythm. Which means the level creators don't use simple tactics such as hook jumps, dot paths or "arrow" jumps to entertain the user. When creating these challenges it requires a well thought out plan, and a relative concept. In this short guide I will show you step by step on how to create efficient Mini-Game Challenges.
Guide
In this guide I will be showing you a Mini-Game created by myself in my Mini-lab. It is great to have a good range of concepts that you are willing to explore and achieve in your head. I was thinking about a concept of combining speed and timing at the same time. I started off with this.
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I decided that I wanted a "Mini-Game within a Mini-Game" type of challenge so I built a basic structure of it.
Red Background being the gap to the other part of the Mini-Game and Green being the exit point.
After reviewing the functionality of the Mini-Game, I wanted the user to easily get to the exit after the first half of it. So i used the concept of holding your speed before you enter the exit i.e Speed Control and deleted the arrows on the top platform.
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Testing the Mini-Game further, I saw that you can easily exploit the Mini by jumping on both of the platform's, so I added a revert system to the top platform and deleted a dot from the arrows that launches you from the start.
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Revert System applied:
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Well here's the fun part: TESTING! After testing and testing over and over I could no longer find any true exploits. Overall, I was satisfied with the look of the Mini-Game Challenge and it's functionality so I stuck with it.
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Tips
It easier to stick with one Idea and Feed off of it and create ideas within ideas. As long as the Mini-Game is enjoyable and playable by all users who try it then you're on the right path. Mini-Games just require a lot of trial and error and finding out what feels good within the hands and what doesn't. When trying to do an extreme Mini-Challenge it will be best to go for one Idea and narrow it down to pure repetition until you have completed the Mini-Game successfully.
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Mini-Game Based Worlds:
EXPro: Forgotten Veil Play!
EXPro: Are You A God? Play!
EXPro: Rainbow Roadrage Play!
KO Crew: Death Dominion Play!
KO Crew: Cursed Minis 2 Play!
KO Crew: Cursed Minis 1 Play!
Edge of Insanity Play!
Beyond the Insanity Play!
Path To Shelter Play!
I Crew: Messy Mechanics Play!
I Crew: Persian Peril Play!
Nazty Crew: Naòs Antediluvian Play!
Nazty Crew: Lost Dynasty Play!
Metallic Monstrosity Play!
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More to Come!
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There's no real way to make challenges, but this does teach a few techniques I suppose. People have different ways of making challenges.
Real tutorial to make a challenge: Do it yourself, don't ask for help.
This is a false statement.
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Real tutorial to make a challenge: Do it yourself, don't ask for help.
I couldn't put it any other way but this is an alternative along with others guides. Some people just don't know how to.
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I don't do hard minigames this way. I just use ideas of accurating like jumping parkour which one you shouldn't stop, jump in correct time and do the longest jumps.
Look the example in one of my worlds:
http://everybodyedits.com/games/PWYwe4ZRjra0I
noob123: >.< WHY DID YOU GIVE HIM EDIT!!!!
someone: he is a mod, he can have edit in all worlds.
noob123: wow! i want to become a mod!
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I don't do hard minigames this way. I just use ideas of accurating like jumping parkour which one you shouldn't stop, jump in correct time and do the longest jumps.
Look the example in one of my worlds:
http://everybodyedits.com/games/PWYwe4ZRjra0I
I didn't look at the world, but what you describe sounds like a single concept. If you always make minis using the same concept, then you are limiting yourself.
thx for sig bobithan
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lolwtfbbq wrote:I don't do hard minigames this way. I just use ideas of accurating like jumping parkour which one you shouldn't stop, jump in correct time and do the longest jumps.
Look the example in one of my worlds:
http://everybodyedits.com/games/PWYwe4ZRjra0II didn't look at the world, but what you describe sounds like a single concept. If you always make minis using the same concept, then you are limiting yourself.
Especially when trying to create real challenges
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Blindz0r, I think this was a great tutorial of mainly outlining the difference between skillful mini-games and easy mini-games that you can simply stroll through. Then again, I don't think you should have strictly set the boundaries for challenge mini-games as you did. For example
"When creating these challenges it requires a well thought out plan, and a relative concept."
I have created challenge mini-games as you call them, and I usually start out with no plan nor concept, and just mess around with arrows and blocks until I get something I like.
"Mini-Game Challenges are based on concepts that are put together to test the users capability in precision, accuracy and rhythm."
There are more skill sets that mini-game challenges test.
Otherwise I thought it was a very good guide, as it stressed the importance of correcting exploits and testing.
Credit goes to Onjit.
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Blindz0r, I think this was a great tutorial of mainly outlining the difference between skillful mini-games and easy mini-games that you can simply stroll through. Then again, I don't think you should have strictly set the boundaries for challenge mini-games as you did. For example
"When creating these challenges it requires a well thought out plan, and a relative concept."
I have created challenge mini-games as you call them, and I usually start out with no plan nor concept, and just mess around with arrows and blocks until I get something I like."Mini-Game Challenges are based on concepts that are put together to test the users capability in precision, accuracy and rhythm."
There are more skill sets that mini-game challenges test.Otherwise I thought it was a very good guide, as it stressed the importance of correcting exploits and testing.
Theoretically and technically you are still displaying a concept no matter what mini you make.
Those are the main skill sets challenged by those challenges that's why i stressed those 3.
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Rocatox wrote:Blindz0r, I think this was a great tutorial of mainly outlining the difference between skillful mini-games and easy mini-games that you can simply stroll through. Then again, I don't think you should have strictly set the boundaries for challenge mini-games as you did. For example
"When creating these challenges it requires a well thought out plan, and a relative concept."
I have created challenge mini-games as you call them, and I usually start out with no plan nor concept, and just mess around with arrows and blocks until I get something I like."Mini-Game Challenges are based on concepts that are put together to test the users capability in precision, accuracy and rhythm."
There are more skill sets that mini-game challenges test.Otherwise I thought it was a very good guide, as it stressed the importance of correcting exploits and testing.
Theoretically and technically you are still displaying a concept no matter what mini you make.
Those are the main skill sets challenged by those challenges that's why i stressed those 3.
Yeah, you are right- I just didn't want noob players to get freaked out and think they have to draw out a plan following those specific guidelines before making any mini.
Credit goes to Onjit.
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ty for putting my world in there
it is quite old though, i have another world just like that but it is not done
ill finish it ASAP
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I don't need no guides for hard minis! I just make it up and keep on testing over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again.
F
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I don't need no guides for hard minis! I just make it up and keep on testing over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again.
It's just a simple guide
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