Search found 47 matches

by trickstapriest
Sat Feb 23, 2008 2:05 pm
Forum: Off Topic
Topic: Hey everyone!
Replies: 10
Views: 9491

Yeah. In much the same situation as you, it seems, but I'm doing ok overall... have an idea or two I want to try, but no time to experiment. keep up the fun in the meantime!
by trickstapriest
Mon Jan 28, 2008 10:24 pm
Forum: Level Design
Topic: Art Levels... The True Zen of Zeta Flow?
Replies: 31
Views: 19264

I imagine parts that move as a single unit as opposed to independently would be faster... that is, the calculation of different vectors for each part would be more time consuming than if they shared the same movement pattern (they were anchored to one another)?
by trickstapriest
Sun Jan 13, 2008 6:45 pm
Forum: Level Design
Topic: 6 Lights of Enlightenment or How To Build Great Levels
Replies: 18
Views: 11381

trickstapriest , I'm glad you enjoyed Death Spiral (click) ! I really like that level too. I have to say that once a boss design encircles your ship, a lot of possibilities open up. I hadn't intended/considered the perspective-skewing aspect you mentioned, but that is an interesting area to explore...
by trickstapriest
Sun Jan 13, 2008 6:37 pm
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 15896

Point, Mouzi. ;) Yeah, bosses that 'shift' on intervals would be interesting. I suppose that's vaugely like what I have in mind... Well, it'd be interesting if there was an 'invisible' tag that you could switch on and off when pieces were destroyed (like you can 'destroy' objects when others die). I...
by trickstapriest
Sun Jan 13, 2008 6:33 pm
Forum: Off Topic
Topic: My recent absence...
Replies: 13
Views: 13467

Aye, that'd be nice. :)
and good to see you again, Redsatori!
by trickstapriest
Wed Jan 09, 2008 3:00 pm
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 15896

actually, I saw another design that was also very interesting; a rotating boss with various 'equipment'... not all of the pieces would be on each thing, I think. Although that might have been a bug. The concept was interesting though. A boss with four or five 'sides', rotating back and forth betwee...
by trickstapriest
Wed Jan 09, 2008 2:53 pm
Forum: Off Topic
Topic: My recent absence...
Replies: 13
Views: 13467

Great! Sounds good... my little brother is hoping to work for the same people, interestingly, though he's just getting into college now.
by trickstapriest
Tue Jan 08, 2008 10:16 pm
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 15896

That might have been the level I was talking about, actually! I think the whole robot rotated, but I recognize the 'front' shield, weapon pods, and arms. I think it wasn't fully working at the time... yes, that's a very interesting go. I'd love to see how Mouzi will put together something like that....
by trickstapriest
Mon Jan 07, 2008 10:51 pm
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 15896

That's very cool, actually. more or less what I was thinking... as the levels grow more complex though, there is that lag problem that makes it hard to execute. Ah well. actually, I saw another design that was also very interesting; a rotating boss with various 'equipment'... not all of the pieces w...
by trickstapriest
Mon Jan 07, 2008 6:01 pm
Forum: Level Design
Topic: Level Presentation / 'Shout Out'
Replies: 8
Views: 6638

Ah! I didn't see the Favorite Levels topic that MD created. Or maybe I missed it. But yes, the whole point of THIS thread is a Favorite Levels topic. That's what the point of this thread is until it got hopelessly sidetracked in discussion. ;p Sure, there are levels I can learn something from. That'...
by trickstapriest
Sun Jan 06, 2008 9:28 pm
Forum: News
Topic: Update - Text Editor
Replies: 9
Views: 9449

youch! that's a bug. yeah, I imagine triggers are popular. One suggestion I was tossing out was related. Instead of a "destroy on part destroyed" was an "visible/invisible" tag. That way a part or weapon could be invisible (inactive, basically still moving around and used in loca...
by trickstapriest
Sun Jan 06, 2008 9:23 pm
Forum: Level Design
Topic: Level Presentation / 'Shout Out'
Replies: 8
Views: 6638

I'm just hoping for a place where people spend more time working on this game can say what level they played that they liked, instead of sorting through the hundreds of levels up there that aren't any good, and for people who make a level 'late' to post their level where it can be noticed. I realize...
by trickstapriest
Sat Jan 05, 2008 12:23 am
Forum: Level Design
Topic: Level Presentation / 'Shout Out'
Replies: 8
Views: 6638

Level Presentation / 'Shout Out'

I thought (with the possibilities of old levels being stacked far behind because of the creation-date organization, or the sheer, sheer amount of inane and pointless levels crowding out the gems) that people could use a space to shout out a good find or a level they've completed. The purpose of this...
by trickstapriest
Sat Jan 05, 2008 12:05 am
Forum: News
Topic: Update - Text Editor
Replies: 9
Views: 9449

That's very cool... and I'm in the same situation as him. Many thanks for these amazing features, I'll have to try them out asap. I wonder what else is in store in the future :)
by trickstapriest
Fri Dec 28, 2007 7:32 pm
Forum: News
Topic: Update - Christmas Eve
Replies: 7
Views: 12754

I'm really wondering if it's possible to clean out this mess of all these really, really shoddy games. But other than making people 'beat the current version' for them to show up, or someone actively cleaning them out, I don't see a way. At the very least, someone could set it up so that the default...