Search found 87 matches

by Redsatori
Thu Dec 06, 2007 9:19 pm
Forum: Editor Help
Topic: Pushing the Limits :: Scripting Straight Line Movement
Replies: 3
Views: 4805

Pushing the Limits :: Scripting Straight Line Movement

In this issue of Pushing the Limits, we will be discussing how to make parts move in a straight line. We will be discussing three different types of straight line movement. Two of them are not "true" straight line motions, but rather small arcs on a large circle. Some of this will be techn...
by Redsatori
Thu Dec 06, 2007 5:57 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19798

I will make a Pushing the Limits post in just a moment. I will describe horizontal motion of varying types, although I won't include the hyperbolic motion, as it is quite complicated and requires about 6-7 rotators off screen in order to make it work properly. Edit: Actually, it will be a little whi...
by Redsatori
Thu Dec 06, 2007 5:55 pm
Forum: Level Design
Topic: 12 o'clock shuffle
Replies: 9
Views: 8180

12 o'clock Shuffle how much wood would a wood chuck chuck if a wood chuck could chuck wood? Today's episode consists of three new designer's levels. While I understand that the designers on today's issue are still new, this doesn't take away from the fact that I need to be making objective decision...
by Redsatori
Thu Dec 06, 2007 5:02 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19798

Mouzi... I loathe your contest level on general principle! Not really. I have something resembling a good idea for a level, but it may involve lots of invisible parts because it might need a number (4+) horizontally moving pieces. I'm just wondering how you accomplish them; I've tried a few times b...
by Redsatori
Thu Dec 06, 2007 4:57 pm
Forum: Suggestions and Feedback
Topic: Twin Rapid Fire core Gun
Replies: 13
Views: 8239

Yeah, I beat those two levels, but seriously. That kind of thing should be frowned upon. At least they have low ratings from other players.
by Redsatori
Thu Dec 06, 2007 1:57 pm
Forum: Suggestions and Feedback
Topic: Twin Rapid Fire core Gun
Replies: 13
Views: 8239

Yeay MD, we really need some way of making it so that you can't put an unbeatable level into the gallery. I just played two levels that have so many rocket launchers that you can't even kill all the rockets they fire before the next wave has already started firing.
by Redsatori
Thu Dec 06, 2007 8:43 am
Forum: Suggestions and Feedback
Topic: Twin Rapid Fire core Gun
Replies: 13
Views: 8239

I don't know why I even play that guy's levels anymore..... SOOOOOOO annoying...
by Redsatori
Thu Dec 06, 2007 8:20 am
Forum: Suggestions and Feedback
Topic: New Level Option?
Replies: 9
Views: 2092

That's what I was thinking also Geiss.

Something like this:

on Save()
{
if (editorWin = true) { allowSave(); } else { NoCanDoDialogBox(); }
}

And it should be something awesome, like this:
Image
by Redsatori
Thu Dec 06, 2007 6:59 am
Forum: Suggestions and Feedback
Topic: Something about blogging...
Replies: 3
Views: 1436

comments should be allowed, although it might be set up only to accept them if you register. It's a new BB system, and one I didn't design, so I don't know for sure.
by Redsatori
Thu Dec 06, 2007 12:27 am
Forum: Suggestions and Feedback
Topic: Something about blogging...
Replies: 3
Views: 1436

Something about blogging...

I said somewhere that I was going to be blogging daily about the best rated level of that day. I forgot where I posted that, so I have made this post. I started yesterday blogging the highest rated level of the day. I go based on the time of day for the level. It is nothing major. And my blog also c...
by Redsatori
Wed Dec 05, 2007 11:16 pm
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 29736

[mini contest] Minimalism or Zen and the Art of Zeta Flow

Zen and the Art of Zeta Flow Here's the deal. I think we should have a small competition. The rules are as follows: Maximum number of weapons: 10, chosen by the level designer. Maximum number of non-weapon parts: 30 Invisible parts do not count. Just try not to have 400 of them, as we are trying to...
by Redsatori
Wed Dec 05, 2007 11:00 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19798

I think the biggest thing is finding a balance between the auto aimers and mouse aimers. This is probably the hardest part about creating a good level. I generally lean towards mouse aim, as that is the way I play. I do adjust lives accordingly to make it so that auto aimers also have a chance.
by Redsatori
Wed Dec 05, 2007 7:29 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19798

It wasn't. That one was by Mouzi I believe. But it works on the same principle. It requires three parts: the primary rotator, the secondary rotator, and the satellite itself. Just imagine that pushing the limits one without the forcefields and the two parts that stick out from the center of the core...
by Redsatori
Wed Dec 05, 2007 7:23 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19798

Some of them take quite a few rotating parts to make it work properly. Most of it takes quite a bit of trig to figure out starting and ending angles. I have filled probably 5-10 pages with diagrams and formulae on the few that took more to figure out. If you have any questions about them, I will be ...
by Redsatori
Wed Dec 05, 2007 7:13 pm
Forum: Discussion
Topic: Missile dodging techniques - What do you do?
Replies: 15
Views: 13875

It takes a bit of practice to get down right, especially if you aren't used to playing FPS's or MMO's (which have a similar scheme).