Topics that have reached 100 pages.
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Alagirez
- Ludwig von Koopa

- Posts: 3617
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Postby Alagirez » Sun Aug 21, 2016 5:25 am
Lukas wrote:Camacho wrote:
I will remove the bushes
You should remove the trees imo. It does not really fit with the atmosphere of the level.
I also heavily recommend you too have a variety of colours.
I didn't see any trees :/ do you mean the bushes?
And i already removed the bushes. Thank you for the suggestion, tho. 
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Postby bossedit8 » Sun Aug 21, 2016 9:03 am
You mean the bell trees from SM3DW? Yeah... even with the color being the same as in the enviorement of this level it does look weird to have random trees in this kind of level. It does look nice as of how it's designed though.
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Alagirez
- Ludwig von Koopa

- Posts: 3617
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Postby Alagirez » Sun Aug 21, 2016 9:26 am
bossedit8 wrote:You mean the bell trees from SM3DW? Yeah... even with the color being the same as in the enviorement of this level it does look weird to have random trees in this kind of level. It does look nice as of how it's designed though.
>Trees
triggered
lol jk
That level supposed to be a bell temple, thats why i put some bells in that level, anyway thanks.
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underFlo
- Wart

- Posts: 4456
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- Flair: sup im lesbiab
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Postby underFlo » Sun Aug 21, 2016 9:42 am
well bells make sense but bell trees???
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sun Aug 21, 2016 9:47 am
trees need sunlight to grow
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TLtimelord
- Red Yoshi Egg

- Posts: 2699
- Joined: Sat Dec 21, 2013 5:16 pm
- Flair: Info under raps
Postby TLtimelord » Sun Aug 21, 2016 9:53 am
He already removed the decorations so why are we still harping on him?
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Alagirez
- Ludwig von Koopa

- Posts: 3617
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Postby Alagirez » Sun Aug 21, 2016 9:57 am
ok so people still think that the bell is a tree¿
its an actual bell not a tree lol
omg u guys
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Emral
- Cute Yoshi Egg

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Postby Emral » Sun Aug 21, 2016 10:07 am
Camacho wrote:ok so people still think that the bell is a tree¿
its an actual bell not a tree lol
omg u guys
Have you played Mario 3D World?
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Alagirez
- Ludwig von Koopa

- Posts: 3617
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Postby Alagirez » Sun Aug 21, 2016 10:14 am
Nah i never played sm3dw so i didn't know that the bell is a tree (Sorry ;-; i didn't know about it before, i thought that was an actual bell :/ )
Gonna remove the bell soon.
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Mushroom King
- Flurry

- Posts: 188
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Sun Aug 21, 2016 1:28 pm
Camacho wrote:
Gonna remove the bell soon.
Why not just make the bells looking more like... bells? I mean, a bell is normaly not standing on a pillar. It must be hung so it can swing.
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PixelPest
- Link

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Postby PixelPest » Sun Aug 21, 2016 5:11 pm

Working on a level called Subcon Wasteland. The main gimmick revolves around the toxic air, which if you don't collect bubbles of fresh air, will kill you after a certain amount of time, based on the toxicity of the area (number of skulls beside the health counter). The haze/fog is generated using particles.lua and a small thing I've added is that mushrooms turn to poison mushrooms after a certain time (also dependent on toxicity) if exposed to the air for too long before the player eats one
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underFlo
- Wart

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Postby underFlo » Sun Aug 21, 2016 5:19 pm
Will there be a graphical sign before they turn into poison mushrooms? Also, I hope the level is a bit lenient because gimmicks like that can easily feel unfair if not balanced well, though I trust you to balance it well.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Sun Aug 21, 2016 5:22 pm
PixelPest wrote:
Working on a level called Subcon Wasteland. The main gimmick revolves around the toxic air, which if you don't collect bubbles of fresh air, will kill you after a certain amount of time, based on the toxicity of the area (number of skulls beside the health counter). The haze/fog is generated using particles.lua and a small thing I've added is that mushrooms turn to poison mushrooms after a certain time (also dependent on toxicity) if exposed to the air for too long before the player eats one
REminds me of my CC12 level.
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PixelPest
- Link

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Postby PixelPest » Sun Aug 21, 2016 5:56 pm
Spinda wrote:Will there be a graphical sign before they turn into poison mushrooms? Also, I hope the level is a bit lenient because gimmicks like that can easily feel unfair if not balanced well, though I trust you to balance it well.
I haven't decided on one yet, but what would you recommend? I was considering adding some kind of warning at the beginning of the level, just saying not to hold mushrooms for too long or they'll become poisonous and hurt you, but that seems kinda...meh. In terms of lenience, there a three levels of toxicity throughout the level. As you get closer to the boss, the levels go from 1 to 2 to 3. One is very lenient, like, you don't really need to collect much more than a few bubbles at all if you keep moving, but then 2 is a little more challenging, and after the player gets used to the concept, the third area with level 3 toxicity is much more difficult; still fair though
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underFlo
- Wart

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Postby underFlo » Sun Aug 21, 2016 6:58 pm
At the very least you shouldn't make it so the player gets screwed if he misses one jump or something. Making it progressively more difficult is fine tho.
Also, maybe overlay an image of a poison Mushroom with increasing opacity over it? If you do that tho, only turn the actual item into a poison mushroom about 30 frames after the posion mushroom image has an opacity of 1. It's always better to be more lenient in cases like that. You don't want the player to feel like "oh man come on, I totally still got that as a Mushroom", but rather like "oh man that was close good thing i still got that Shroom". If you give it half a second of leniency, if the player dies to it they would've had enough time to realise that it's too late.
Also, I'm usually an advocate of showing gimmicks rather than explaining them if possible. Maybe put a mushroom in a place where the player can't reach it before it transforms but is onscreen for the entire duration so the player sees the transformation.
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PixelPest
- Link

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Postby PixelPest » Sun Aug 21, 2016 8:33 pm
Thanks for the suggestions. I think you've sparked a few more ideas in me for this
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Circle Guy
- Rocky Wrench

- Posts: 645
- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Sun Aug 21, 2016 8:37 pm
Why not make it so powerups refresh the gas bar?
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PixelPest
- Link

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Postby PixelPest » Sun Aug 21, 2016 9:08 pm
Circle Guy wrote:Why not make it so powerups refresh the gas bar?
They technically do: they give you another full meter (such that if the player runs out of clean air, they power-down)
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Circle Guy
- Rocky Wrench

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- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Mon Aug 22, 2016 7:11 am
PixelPest wrote:Circle Guy wrote:Why not make it so powerups refresh the gas bar?
They technically do: they give you another full meter (such that if the player runs out of clean air, they power-down)
Oh, ok.
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Circle Guy
- Rocky Wrench

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- Joined: Mon Jan 04, 2016 9:25 pm
Postby Circle Guy » Mon Aug 22, 2016 9:36 am
CraftedPbody wrote:
This would be extremely overpowered to give the player.
I decided to test what would happen with this while working on a level for my project.
i made a version of that with snifits ^-^
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