Search found 22 matches

by KittyBeast
Wed Feb 01, 2023 7:54 pm
Forum: Editor Help
Topic: When the core gets connected to a part...
Replies: 3
Views: 10194

Re: When the core gets connected to a part...

I suppose it happens because of how I create levels. I usually place all the parts with the helper turned off, then I individually go and connect all parts how I want them connected and potentially connect the core to some part by accident. It doesn't happen often, but when it does, there's no going...
by KittyBeast
Sun Jan 29, 2023 3:18 am
Forum: Editor Help
Topic: When the core gets connected to a part...
Replies: 3
Views: 10194

When the core gets connected to a part...

Sometimes I mistakenly connect the core to itself, and have to discard the level if I haven't saved already When this happens, the level wont save, and I can't bring up the parts list because it's empty, so there's no way to recover anything. Is there a way to disconnect the core when this happens? ...
by KittyBeast
Wed Jan 23, 2019 1:24 am
Forum: Editor Help
Topic: Would like some help from smart people!
Replies: 2
Views: 6766

Re: Would like some help from smart people!

Thanks! I'll try it out
by KittyBeast
Wed Jan 23, 2019 1:22 am
Forum: Discussion
Topic: New Game/Profile Page Layout
Replies: 14
Views: 64671

Re: New Game/Profile Page Layout

This is really cool! Digging the new layout and especially the preview of the level. Gives you a good idea of what you're getting yourself into beforehand
by KittyBeast
Fri Jan 18, 2019 11:31 pm
Forum: Editor Help
Topic: Multi-part death trigger tutorial
Replies: 2
Views: 3811

Re: Multi-part death trigger tutorial

No problem MD! I'll probably make more tutorials to spread my knowledge about the game in a comprehensive yet newbie-friendly way :-)
Next, I'll make sure everyone uses the legacy commands that are in the campaign hahaha!
by KittyBeast
Fri Jan 18, 2019 7:32 am
Forum: Editor Help
Topic: Multi-part death trigger tutorial
Replies: 2
Views: 3811

Multi-part death trigger tutorial

Introduction: This is a fairly uncommon way to create death triggers but basically it's possible to stack death triggers on top of each other to execute some other command. I've made an example of this which can be found here: http://zetaflow.skylogic.ca/game/profile/14620 TL;DR: The yellow text ex...
by KittyBeast
Fri Jan 18, 2019 5:48 am
Forum: Editor Help
Topic: Checkers Code Example :O :O MD HOW ?!
Replies: 1
Views: 3411

Re: Checkers Code Example :O :O MD HOW ?!

This is a late reply, but for anyone else who is also wondering about this, here's how it's done: The original post with the level that's being referenced is here http://zetaflow.skylogic.ca/forum/viewtopic.php?f=6&t=440 The rockets exploding is actually just a clever use of 5 singularities and ...
by KittyBeast
Fri Jan 18, 2019 1:16 am
Forum: Editor Help
Topic: Would like some help from smart people!
Replies: 2
Views: 6766

Would like some help from smart people!

I've been trying to recreate and use one of Mouzi's levels which is based on limiting the player's shooting range. His level is here: http://zetaflow.skylogic.ca/game/play/11941/ I've tried a few ideas like chaining parts with rotatePartToShip, however when the chain gets long it begins to lag and f...
by KittyBeast
Tue Jan 15, 2019 10:57 pm
Forum: Level Design
Topic: Cool effect from my W.I.P. level!
Replies: 8
Views: 10755

Re: Cool effect from my W.I.P. level!

Ah ok haha, thanks!
by KittyBeast
Mon Jan 14, 2019 11:13 pm
Forum: Level Design
Topic: Cool effect from my W.I.P. level!
Replies: 8
Views: 10755

Re: Cool effect from my W.I.P. level!

Oh! Thank you so much for the recovery MD! I didn't know the comments I added would break the level, they didn't previously, although I do recall something similar happening previously when I added some form of comment. Do you know of a way to add comments safely that I can keep within the AI script...
by KittyBeast
Mon Jan 14, 2019 9:06 am
Forum: Suggestions and Feedback
Topic: List of things I'd like to see
Replies: 4
Views: 10567

Re: List of things I'd like to see

It's true that despawning parts would be out of reach, but I still wish there was a way to optimize the game somehow!
by KittyBeast
Fri Jan 11, 2019 10:26 pm
Forum: Level Design
Topic: Cool effect from my W.I.P. level!
Replies: 8
Views: 10755

Re: Cool effect from my W.I.P. level!

Ah, it's too late for a 30 second recover. The Id is: 14702 What happened was that I was editing the level and I periodically save the level as I make progress in case something happens. When you test your level and go back to the editor mid-game it (sometimes? can't confirm how often it happens) wi...
by KittyBeast
Fri Jan 11, 2019 12:33 am
Forum: Level Design
Topic: Cool effect from my W.I.P. level!
Replies: 8
Views: 10755

Re: Cool effect from my W.I.P. level!

Lost my level to an editor glitch :(
by KittyBeast
Thu Jan 10, 2019 7:55 am
Forum: Level Design
Topic: Cool effect from my W.I.P. level!
Replies: 8
Views: 10755

Cool effect from my W.I.P. level!

https://gyazo.com/c4d38c906fe62cbcba82758964622f44 A little sneak peak into one of my levels in progress! I thought it looked pretty slick, so I wanted to share it before I turn it into a killing machine :^)
by KittyBeast
Wed Jan 09, 2019 2:27 am
Forum: Suggestions and Feedback
Topic: List of things I'd like to see
Replies: 4
Views: 10567

List of things I'd like to see

Although I doubt any of this will happen, I want to share some thoughts on what could be added to Zetaflow (or perhaps a sequel to Zetaflow?) Anyway I'll get into it: Layers in the editor : I've mentioned this in a previous post and I think this would make the level editor much easier to work with s...