Search found 144 matches

by Mouzi
Wed Jan 23, 2008 10:28 am
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 18548

It's because of the "sprite trick". If the counterparts are offscreen they become solid. If they are all visible you can go through.
by Mouzi
Sun Jan 20, 2008 11:54 pm
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 18548

I can give you the "source code" of the resizing level. It is in the tutorial category after all. AI_rotatePart,19,20,110,450,90 AI_makeInvincible,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19 AI_makeSwitch,20,0 <>core,400,300,0,0,0,-1,0 switch4b,0,0,0,1,1,e0,20 core,0,-6000,0,1,1,e20,...
by Mouzi
Sun Jan 20, 2008 11:47 pm
Forum: Suggestions and Feedback
Topic: Bug: 'Switch4b' same color as 'switch1b'
Replies: 3
Views: 1962

It's been like that as long as I remember.
by Mouzi
Fri Jan 18, 2008 1:11 pm
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 18548

Well it is unbeatable if you don't know/figure out the trick :P
by Mouzi
Fri Jan 18, 2008 6:54 am
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 18548

What other kind of level designs have people been pondering/seeing? Now I have two new (at least I think they're new) ideas that I have actually made into levels \o/ Resizing (example) and Ultimate Defence 2 I have no comments about them, so you just have to look for yourself ;) By the way, has any...
by Mouzi
Fri Jan 18, 2008 2:30 am
Forum: Suggestions and Feedback
Topic: New AI movement suggestion
Replies: 12
Views: 3358

It's not really that useful as the sprite parts will always need
a mirrored counterpart and placing them offscreen makes them solid again.
by Mouzi
Thu Jan 10, 2008 1:23 am
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 18548

I meant that the whole boss would change with certain intervals. And I won't be putting together anything. They were just ideas. Here's the rest of the text: Some cool uses for this would be for example a survival level where you have to survive for something like 1-2 minutes and then the level woul...
by Mouzi
Wed Jan 09, 2008 3:24 am
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 18548

trickstapriest wrote:I'd love to see how Mouzi will put together something like that.
Put together what? o.O
by Mouzi
Tue Jan 08, 2008 1:43 am
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 18548

I've been thinking about two that would use rotation pausing: Some cool uses for this would be for example a survival level where you have to survive for something like 1-2 minutes and then the level would change. Or then I had an idea about a level with maybe 3 different ships where only one of the...
by Mouzi
Sat Jan 05, 2008 6:17 am
Forum: News
Topic: Update - Text Editor
Replies: 9
Views: 10416

For anyone using the text editor:
You might find this tool useful or at least fun.

Try it out here.
(The list on the right is a list of recommended degree intervals).

I coded it to ease the positioning of parts.
by Mouzi
Sat Jan 05, 2008 1:52 am
Forum: News
Topic: Update - Text Editor
Replies: 9
Views: 10416

To be honest, I've been using text editing right from the beginning when I found ZetaFlow :P Not with all levels though, but it's useful sometimes. Now that you have text editor in there you could add something for the AI script like a possibility to create a part on trigger or start shooting on tri...
by Mouzi
Thu Jan 03, 2008 1:23 am
Forum: News
Topic: Update - search, level types, and more.
Replies: 3
Views: 7041

Filter by doesn't work for art levels. Other than that, nice updates! :) EDIT: By the way, how does the success rate work for series? Shouldn't it be for the whole thing too? Or is it already, I don't know I didn't try it yet, but I guess it isn't. And if it would be, wouldn't this affect other peop...
by Mouzi
Sun Dec 30, 2007 12:13 am
Forum: Level Design
Topic: Art Levels... The True Zen of Zeta Flow?
Replies: 31
Views: 22329

I hope you didn't play that version of Art Part 3
where the core started shooting right in the beginning :S
It wasn't meant to be that way.

Btw, I've had that kind of toy too now that you mentioned it
or at least I have a faint memory of something like that.
Though I don't remember any name for it.
by Mouzi
Fri Dec 21, 2007 11:12 am
Forum: Level Design
Topic: Art Levels... The True Zen of Zeta Flow?
Replies: 31
Views: 22329

Actually it uses normal
rotatePart, id, 5, 0, 0, 0

It's a shame that the levels start lagging quite a lot when
you put as much pieces as in that one for example :/
You could make a lot more complicated levels if it wouldn't.
by Mouzi
Wed Dec 19, 2007 8:44 pm
Forum: Level Design
Topic: Level Designs
Replies: 21
Views: 18548

Would you explain more about what the "death star run" would be like?
I got interested when you mentioned text editing :P