Search found 8 matches

by Sethum
Fri Feb 01, 2008 11:58 am
Forum: Level Design
Topic: Art Levels... The True Zen of Zeta Flow?
Replies: 31
Views: 25125

n3cr0m33p5, after looking over your levels, you definitely have some excellent design and aesthetics going on. Keep it up!
by Sethum
Mon Jan 21, 2008 8:12 am
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 20835

Well, since Mouzi revealed the secret, I'll post a level that further demonstrates the mechanics going on:
http://zetaflow.skylogic.ca/ZetaFlow.php?ID=4034
by Sethum
Sun Jan 20, 2008 8:04 pm
Forum: Suggestions and Feedback
Topic: Bug: 'Switch4b' same color as 'switch1b'
Replies: 3
Views: 2240

Bug: 'Switch4b' same color as 'switch1b'

I know it's a minor issue, but the circle-styled switch that corresponds to the purple block, switch4 , which should be labeled switch4b , always comes out identical to the green circle-styled switch, switch1b . For aesthetic's sake, it would be great if we could use all 4 colors. Thanks MD! -Sethum
by Sethum
Thu Jan 17, 2008 11:08 pm
Forum: Suggestions and Feedback
Topic: New AI movement suggestion
Replies: 12
Views: 4792

I give up. How do you make the objects sprites? Please PM me if you don't want to post it out. Depending on the mechanic, this could be very useful to me in my art levels. Thanks!
by Sethum
Thu Jan 17, 2008 8:02 pm
Forum: Level Design
Topic: Art Levels... The True Zen of Zeta Flow?
Replies: 31
Views: 25125

Thanks for reviewing my level here. I think the cloned trees' similarity helps define the distant background zone, and they're a bit of a throwback to old 8-bit driving games. But really, I just used the cloned trees for expediency's sake since I was trying to design some objects to move from the ho...
by Sethum
Wed Jan 16, 2008 9:38 pm
Forum: Editor Help
Topic: Pushing the Limits :: Scripting Straight Line Movement
Replies: 3
Views: 5966

Thank you for this excellent tutorial! Only now, I'm stuck at the next step in reworking constant rotation into sinusoidal motion: sinusoidal rotation. Basically, I'd like to simulate the motion that a fixed camera would go through if it was focussed on the linear motion block you've made above. The...
by Sethum
Thu Jan 10, 2008 10:27 am
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 20835

I think it's a shame that you cannot base certain weapons' existence/firing ability on what happens earlier in the game. For example, only after you destroy X part or wall or gun embankment, then will the crazy laser barrage blasts at you. That would make the "level-style" bosses feel less...
by Sethum
Thu Jan 10, 2008 10:12 am
Forum: Level Design
Topic: 6 Lights of Enlightenment or How To Build Great Levels
Replies: 18
Views: 15531

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...