Search found 47 matches

by trickstapriest
Tue Dec 25, 2007 6:36 pm
Forum: News
Topic: Update - Christmas Eve
Replies: 7
Views: 12974

Thanks! I'll give these new features a try, it looks like it'll be a lot of fun. Curious to see what else you'll try to implement, too. :)
by trickstapriest
Wed Dec 19, 2007 9:23 pm
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 16598

well, one suggestion was that in addition to an editor screen would be a text-only version of the editor (or mode). I was thinking about levels that are designed much bigger than the screen, and let you 'move' through them by rotating. In this case, a ring with obstacles, guns, barriers, and so on. ...
by trickstapriest
Wed Dec 19, 2007 5:20 pm
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 16598

Level Designs

I thought I'd broach this as sort of discussion on level design. I've been trying to get a feel for it, and seeing what varieties I've enjoyed or thought were unique. Many of them are 'shoot the floating ship' or that style; the most interesting that I saw instead messed with the shape by having a r...
by trickstapriest
Thu Dec 13, 2007 4:55 pm
Forum: Level Design
Topic: 6 Lights of Enlightenment or How To Build Great Levels
Replies: 18
Views: 11963

I've never seen Sethum before, but I wanted to point out his recent three levels. Once I got into it, I vastly enjoyed Death Spiral's design. It's so damn disorienting, it's like flying in the death star trenches, being in a perspective-skewed funhouse, and in some sort of rotating carnival ride all...
by trickstapriest
Mon Dec 10, 2007 1:47 pm
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 29669

Only problem with that last idea Mouzi is that no one's levels would appear on the list when they first put them up there. Would be a bit barren methinks. I do like the other suggestion, however, about having to beat a level to save it. There are a couple good posts about it on the S & F sectio...
by trickstapriest
Sun Dec 09, 2007 7:33 pm
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 29669

It might be a scripting thing... the dropdown menu might just enter a script command when it's read, so creating a parallel script would allow you to give it both. You'd need to cause an error and see the output to get a hint at what it might be, and even then I'm not sure that's actually what he di...
by trickstapriest
Sun Dec 09, 2007 5:55 pm
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 29669

Yeah, caught that a little too late. I must like shoe leather. -.-
Good levels by the by. It took me a while to even guess at how some of them were working.
by trickstapriest
Sun Dec 09, 2007 5:38 pm
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 29669

Me, I guess? I said it wasn't very minimalist, even though it met the parameters to the contest. I have exams to deal with, so I don't have the time to plan anything else. Or do you mean one on the gallery? EDIT: Sorry for jumping the gun and being irritable. Did you mean "Minimalist Killer&quo...
by trickstapriest
Sat Dec 08, 2007 7:09 pm
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 29669

Ok! This level is much "noisier" than I wanted for an "Art of Zen" level, but I had been experimenting with this one and it comes to less parts if you ignore the invisible bits. Here's the breakdown, although there might be a +/- 2 error in count. Visible: 25 Weapons: 10 Invisibl...
by trickstapriest
Sat Dec 08, 2007 1:01 pm
Forum: Editor Help
Topic: Scripting Help needed MD!!
Replies: 11
Views: 7759

I have to do the same thing; my AI panel won't even open otherwise. Another problem, just as annoying if not more so, is about key-presses. Sometimes they don't work at all no matter how much I hit them. Particularly with changing anchors, sometimes it'll lock onto the core and not allow it to cycle...
by trickstapriest
Fri Dec 07, 2007 9:02 pm
Forum: Discussion
Topic: This one's for you, swartzer!
Replies: 15
Views: 24574

Quite an accomplishment. I tried to do it with the auto aim, but only managed to take out a 'wing' once. I'll attempt again once I get some time to do something.
by trickstapriest
Fri Dec 07, 2007 2:26 pm
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 29669

Bringing this up here even though it was brought up on another thread; what about invisible parts (size = 0?). I have been counting them in my design, but Mouzi has not... and I certainly wouldn't complain given the necessary complexity of some rotator sets if invisible parts don't count to the over...
by trickstapriest
Fri Dec 07, 2007 1:37 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19715

I was... that's a good rules question. Are invisible parts (cool, there IS such a thing! I still want to recommend an invisible 'tag' thugh...) part of the 30 part count? Who came up with the rules, anyway? :)
by trickstapriest
Fri Dec 07, 2007 1:19 am
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19715

heheh. I'm afraid my idea is nowhere near as elegant or interesting as that, but apart from -really- thorough use of rotators and AI scripting, the only other option I have for this is using some things like 'rotate part to player', which looks freaking ugly for what I'm playing around with.
by trickstapriest
Fri Dec 07, 2007 1:05 am
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19715

I agree. ;) Thanks for your help, it looks like the scheme with two rotators is more towards what I expected. Unfortunately, while the idea seems to work, it seems to require a lot of AI scripting and additional parts for it to function as smoothly as I want. It means I might not have much parts lef...