Search found 87 matches

by Redsatori
Wed Dec 05, 2007 7:12 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19719

Yeah, I will most likely update Pushing the Limits with an actual level. At least once I figure out what to do with the next one. It seems to be taking considerable time to come up with ideas that seem difficult or impossible to do with the current script AI, but are actually quite easy once you fig...
by Redsatori
Wed Dec 05, 2007 7:09 pm
Forum: Discussion
Topic: Missile dodging techniques - What do you do?
Replies: 15
Views: 13837

Well, I don't use auto-aim anymore, as I seemed to have problems hitting my intended target. I have since switched to keyboard movement and mouse aiming. But basically, I just roam around randomly spraying shots everywhere. Seems to work quite well, especially if you can dodge various single/spreash...
by Redsatori
Wed Dec 05, 2007 6:23 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19719

Yeah, adding movement in this game takes quite a bit of mathematics. In addition to understanding how the framerate affects the speeds. If you'd like to see some random movement effects, check out my levels. Quite a few of them use multiple rotations of different objects. You can find my levels here...
by Redsatori
Wed Dec 05, 2007 5:58 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19719

Same here, although I am very tempted to make something that lags the player's pc just because everyone else seems to be wanting to do that lately. I would name my masterpiece: Ode to You Uber Noobers Who Think You Know What You Are Doing!! . Although, I did come up with a fairly cool puzzle idea wh...
by Redsatori
Wed Dec 05, 2007 5:56 pm
Forum: Suggestions and Feedback
Topic: Twin Rapid Fire core Gun
Replies: 13
Views: 8204

Yeah, but some of those levels are actually built quite well, minus of course, that one glaring fault. If MJ didn't put that TRF on every level s/he designed it would be alright, but it would be so much better to have a different core gun in there. The spreadshot core weapon is my current favorite. ...
by Redsatori
Wed Dec 05, 2007 5:53 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 19719

Now that is a fine level. A bit on the easy side, but I am a bit on the crazy side, so it should be fairly difficult for normal players. That is kind of what I stress in my little articles about game design and stuff. You don't really need to have 500000000 rocket launchers or spreadshots; you don't...
by Redsatori
Wed Dec 05, 2007 1:17 pm
Forum: Suggestions and Feedback
Topic: Can we get a new kind of auto aim?
Replies: 7
Views: 1753

Ahh, I just thought that was a different version of the multishot cannon. That weapon is pretty cool looking actually, and a pita to avoid when there is more than one on a side.
by Redsatori
Wed Dec 05, 2007 1:16 pm
Forum: Level Design
Topic: 12 o'clock shuffle
Replies: 9
Views: 8149

12 o'clock Shuffle Today's word of the day is fun . Without it you have nothing. In today's episode we will be covering the following levels: Central Hive by MJ 592 by fabian93 Elektic Engyner by beinern Central Hive Creativity :: 0 Difficulty :: 0 Replayability :: 0 Total: 0 points. This level rec...
by Redsatori
Wed Dec 05, 2007 12:45 pm
Forum: Suggestions and Feedback
Topic: Twin Rapid Fire core Gun
Replies: 13
Views: 8204

Yeah, that's why I was thinking about having an unlock feature for it, as opposed to simply removing it from the game. It's not bad when the core is hittable from a distance or when you only have to hit it a few times to beat the level. The main problem comes when designers make the core tiny, and t...
by Redsatori
Wed Dec 05, 2007 12:43 pm
Forum: Suggestions and Feedback
Topic: Can we get a new kind of auto aim?
Replies: 7
Views: 1753

My new record is: 0,021,691,100, stage 17, time: 15:21:53. I have found that going after the weapons on the top part of the ship when it first comes down is the easiest route, and also killing the core outright from the start gives you a huge bonus after level 8, since you get a big chain bonus from...
by Redsatori
Wed Dec 05, 2007 12:38 pm
Forum: Editor Help
Topic: How do u judge the angles when using the AI roatate control?
Replies: 8
Views: 5539

That's an odd bug to have. Might have something to do with your cache being full.

/do the trickstapriest dance

ftw!!
by Redsatori
Wed Dec 05, 2007 12:37 pm
Forum: Suggestions and Feedback
Topic: Twin Rapid Fire core Gun
Replies: 13
Views: 8204

Twin Rapid Fire core Gun

MD, please get rid of the Twin Rapid Fire gun. Or make it unlockable somehow. And not easily unlockable either. I am kinda of getting annoyed with designers making their core about 4 pixels across and then throwing a TRF gun on it. Especially when you can't hit the core until everything else on the ...
by Redsatori
Tue Dec 04, 2007 7:14 pm
Forum: Suggestions and Feedback
Topic: Can we get a new kind of auto aim?
Replies: 7
Views: 1753

Just beat 21million on WF, what's ur top score on that game MD?
by Redsatori
Tue Dec 04, 2007 6:00 pm
Forum: Suggestions and Feedback
Topic: Can we get a new kind of auto aim?
Replies: 7
Views: 1753

There's auto aim in Warning forever? Hmmm... I guess I will have to go check, mebbe I was just doing something wrong lol. Edit: If you are talking about that weapon switch function, we kind of have that if you use mouse aim and keyboard movement. And speaking of Warning Forever, can anyone get more ...
by Redsatori
Tue Dec 04, 2007 1:03 pm
Forum: Level Design
Topic: 12 o'clock shuffle
Replies: 9
Views: 8149

12 o'clock Shuffle Brought to you by Mountain Few. For those late nights when you just have to beat that one last level. Do the Few. Today's episode is a bit early, since I happen to have a bit of time before I go coding. Here's what's in store for today: Queen Bee by MJ planes by colraw scorpion w...