In SMBX there were a few design flaws that should be addressed in this version:
-Large levels and checkpoint limits
-Hub world based episodes and checkpoint issues.
-Level chaining (smb1 styled games)
-Global Events
Second post:
-Layers
-Zoom
Third post:
-Autoscroll
Later:
-NPC codes Boss HP, Bgo gfx codes, Standaized backgrounds and possible codes, Scenery gfx codes, level gfx codes, World Map Layers and events organization.
-Custom World Map Music
Newly added:
-saving and testing bugs addressed.
Large levels and checkpoint limits design issue:
In the case of large levels of near 10K + blocks and using 8 or more of the 21 sections that were available, you had an issue of how complex and large you wanted your level as you were only allowed one checkpoint.
You either had to downsize your level greatly or sacrifice difficulty to avoid having to make difficult decisions on where to place that one and only checkpoint. I propose you allow unlimited checkpoints in a level much like SMW hacks.
Hub worlds and Checkpoints
Hub worlds they all seemed like a great idea at the time, (TCGA lol) but when you start connecting individual levels to them, you suddenly realize your checkpoints in those connected levels are moot.
As soon as you enter a new level, your old position is no longer saved. So if you touch a checkpoint in your level then die and return to your hub, you find you have to start all over as you basically changed levels.
To fix this add a position logging feature in the background programming or implement a new type of level file called <level name>.hub. So when a player dies and returns to the hub level, it acts like a world map thus saving your checkpoints until you choose a new level.
Level Chaining
This is similar to a hub world, but you have no world map or hub level. This is like Super Mario Bros, SML, SMB2 or Lost Levels. You just go from level to level, beating one after another. If you were to implement a checkpoint like this (I tried), it will fail and you'll have to start all the levels over from level 1.
I tried this from an initial level on a world map and stringing two together for a large 2 part level. I had to separate them on my world map instead.
Solution: Implement the same feature as in the hub issue, but make a checkbox that goes with last level on death and SMB1 style progression option box. The game will have to check for both.
Global Events
Gone are the days of switch blocks that miserably mimic Switch palace switches. Why don't we have an global event system with variables and switches (if statements/forks)? Seriously you guys should take a look at RPGmaker 2k3,xp,etc. and Game Maker. With global events, you can address character unlocking, item shops, Switch palaces, and story driven game play.
AND THIS IS HOW YOU DO A SUGGESTION!!!








