Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
Acmlm's Board - I2 Archive - - Posts by Lordlazer |
Pages: 1 2 3 4 |
User | Post | ||
Lordlazer Paragoomba Level: 14 Posts: 61/66 EXP: 13046 For next: 25 Since: 03-20-04 Since last post: 19 days Last activity: 8 days |
| ||
That is so awesome! Maybe I could use the parabeatle in the paratroopa hideout part of Magi-Koopa World. It would help a lot, I'm sure. | |||
Lordlazer Paragoomba Level: 14 Posts: 62/66 EXP: 13046 For next: 25 Since: 03-20-04 Since last post: 19 days Last activity: 8 days |
| ||
Originally posted by Glyph Phoenix I can't tell if you are trying to be an ass or just being funny. In any case... Originally posted by mikeyk |
|||
Lordlazer Paragoomba Level: 14 Posts: 63/66 EXP: 13046 For next: 25 Since: 03-20-04 Since last post: 19 days Last activity: 8 days |
| ||
LOL! I was wondering if someone would post due to its length. As for that level? Yes, I intend for it to be in this hack. I originally was making it for my old hack, but (to me) it fits better here. Also I forgotten to mention something related to the Level-Designer Position. The Level-Designer (unless I don't get enough people) will be committed to complete one sub-world's worth of levels (how ever many it is). There are exceptions if for some reason a world has an unheard amount of levels for it, but that is the plan. It would make the levels design more consistent I think...unless you'd think it better that people make one or two levels for each theme? Also, glad you like the yoshi and level. (edited by Lordlazer on 08-19-05 09:10 PM) |
|||
Lordlazer Paragoomba Level: 14 Posts: 64/66 EXP: 13046 For next: 25 Since: 03-20-04 Since last post: 19 days Last activity: 8 days |
| ||
I don't mind the blood. I like the dark mood it gives. | |||
Lordlazer Paragoomba Level: 14 Posts: 65/66 EXP: 13046 For next: 25 Since: 03-20-04 Since last post: 19 days Last activity: 8 days |
| ||
Forgive me if I misinterpret this, but I haven't had to think about such things for a long time. I'm only trying to help, because I'm bored (heh). Now on with the show...
If you want an event to happen other than the normal one upon completion of a level, you'll need to have a secondary exit. Now, I've just thoughts of something after writing the sentence before this, so if it doesn't work please forgive me because I'm not in a current position to test this (I think it will though). For instance, lets use the level above Mario's current location as the example. As said above, you need a secondary exit in order to have an alternate event activated, but who says you have to have an alternate path? Leave the normal exit alone (path will be revealed upwards), but for the second event, have it so it reveals that level (the one circled in red) and the path upwards. In both cases, you beat the level and can go the same direction. Now, the only problem here (other than if this doesn't work) is the graphics. Do you want the player to realize they are using a key or not? Changing the key and keyhole is the easy part, but if you were an extremist...maybe change how the screen closes inwards (I'm talking about when you put the key into the keyhole). Make it either something new or nothing at all. However, I believe this would require ASM and I'm likely torturing you with the thought now...I guess my work here is done.
Elementary my dear... *ahem* If there isn't a secondary exit (key and keyhole) in the level, how will it know when to activate said event? If you don't want to use a secondary exit in the sense that the game provides, you'll need to program one yourself.
When you say "exit-paths", are you referring to when Mario goes on a red path (ex. sub-world to sub-world, sub-world to over-world (and vise versa))? If so, I believe you have to make sure that there isn't another path that holds the same ID (identity). In case that doesn't make sense to you, I'll try to make an example. If Mario goes on Path-A and you want him to go to Path-C, but the problem is you have two red paths that have the ID of Path-C, therefore confusing the game as to which one it should go to. If I misinterpreted what you meant with "exit-paths", please explain. (edited by Lordlazer on 10-12-05 09:55 PM) (edited by Lordlazer on 10-12-05 10:00 PM) |
|||
Lordlazer Paragoomba Level: 14 Posts: 66/66 EXP: 13046 For next: 25 Since: 03-20-04 Since last post: 19 days Last activity: 8 days |
| ||
You can make two levels that have two different events that look the same. However, it might look weird (or sound odd) if you do this, because I believe that even if you had one of the events shown it would do the necessary event upon beating the "correct" level before it. This would either cause it to just make noises as if it was displaying the event or, to the player, it would look like the same event is happening again. P.S. Again, I say I believe, because I'm not testing these things out and I'm not in a position to nor do I care to. |
Pages: 1 2 3 4 |
Acmlm's Board - I2 Archive - - Posts by Lordlazer |