Search found 144 matches

by Mouzi
Thu Dec 13, 2007 8:38 pm
Forum: Editor Help
Topic: Pushing the Limits :: Abstract ZF concepts and techniques
Replies: 11
Views: 7448

No that one minute level is just opposite of surviving.
It was basically just an art level. It shouldn't be beatable.
by Mouzi
Thu Dec 13, 2007 7:36 am
Forum: Editor Help
Topic: Pushing the Limits :: Abstract ZF concepts and techniques
Replies: 11
Views: 7448

Here is the code for the slowest part in the example: rotatePart, 1, 1 , 0, 0, 0 rotatePart, 2, 9 , 0, 0, 0 rotatePart, 2, -10 , 0, 330 , 0 Determines the pause length. Higher number, shorter pause and vice versa. Rotation speed. Will get doubled because of the trick, so for example if you want spee...
by Mouzi
Tue Dec 11, 2007 9:26 am
Forum: Editor Help
Topic: Pushing the Limits :: Abstract ZF concepts and techniques
Replies: 11
Views: 7448

Yay, I finally got it working :P It's an addition to the whole rotation pausing trick; setting the length of the pause! See here . The one on the top rotates most often, next comes the one on the left and so on. You can easily determine how often it should rotate, the rotation speed and in which ang...
by Mouzi
Mon Dec 10, 2007 1:57 am
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 32300

I may eventually put limits on these things No, no, no : P I don't like restrictions either. You should just make it so that a level has to be beatable (the creator can beat it) to be listed. Or maybe you could make it so that the default gallery list only shows beated levels and then there is &quo...
by Mouzi
Fri Dec 07, 2007 2:18 am
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 22281

Are you counting the invisible (0 size) parts too?
I didn't count them in as they are invincible and invisible.
by Mouzi
Fri Dec 07, 2007 2:12 am
Forum: Editor Help
Topic: Pushing the Limits :: Scripting Straight Line Movement
Replies: 3
Views: 5209

It is also possible to do the horizontal movement without slowdown in the ends. See here . Here are the modifications: rotatePart,1,5,45,135,45 rotatePart,2,-10,-270,-90,-90 rotatePart,3,5,45,135,45 There is still going to be some unnoticeable slowdown, but I don't think it matters :P Or did you not...
by Mouzi
Thu Dec 06, 2007 8:44 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 22281

Make a list of what you don't know yet and
I'll see if I can write explanations for them.
Or at least show how they are made :)

I don't mind sharing the tricks as I'm not the
best in making good levels on the gameplay
side. You have more use for them anyways.
by Mouzi
Thu Dec 06, 2007 1:13 am
Forum: Level Design
Topic: [mini contest] Minimalism or Zen and the Art of Zeta Flow
Replies: 33
Views: 32300

Here is my level \o/ The ZetaFlow 7 Weapons 17 Visible parts Got any suggestions for lives? (I am going to change the infinite to something more difficult) I don't know how this one works on better computers :S I hope it is at least playable. Feedback would be nice so I can try to fix it, if it's t...
by Mouzi
Wed Dec 05, 2007 11:14 pm
Forum: Level Design
Topic: When less is more - placement over quantity
Replies: 37
Views: 22281

http://zetaflow.skylogic.ca/ZetaFlow.php?ID=2999 The rotation in this one is awesome but I cringe to think about how much work and math that took to finish. :D Actually I haven't used math pretty much at all in my levels. Except maybe in the rotation pausing one. But it was pretty simple addition a...
by Mouzi
Wed Dec 05, 2007 4:07 am
Forum: Suggestions and Feedback
Topic: About success rate
Replies: 2
Views: 1646

About success rate

I would like to suggest one thing concerning the success rate of levels: There should be some way to tell the difference between impossible levels and levels that have so low rate that it rounds to 0%. For example my Ultimate Defence level had 0% success rate when it started getting more plays and o...
by Mouzi
Sun Dec 02, 2007 12:29 am
Forum: Level Design
Topic: Did I miss the memo?
Replies: 6
Views: 3533

The frame rate depends very much on your computer.
For example, with my own win98 computer, playing the game
is really different from playing it with some decent computer.
It's so much slower, the whole gameplay changes.
by Mouzi
Fri Nov 30, 2007 4:27 am
Forum: Suggestions and Feedback
Topic: New AI movement suggestion
Replies: 12
Views: 3351

The problem with that sprite thingy is that when you add movement there the parts may sometimes destroy you.

And by the way; here's one trick again :D
by Mouzi
Mon Nov 26, 2007 8:00 am
Forum: Suggestions and Feedback
Topic: New AI movement suggestion
Replies: 12
Views: 3351

Do you know any other cool tricks? :P

I wonder what MD means with this one "there's still one i'm surprised no one's discovered yet...hehe... "
by Mouzi
Sat Nov 24, 2007 11:12 pm
Forum: Suggestions and Feedback
Topic: New AI movement suggestion
Replies: 12
Views: 3351

No problem :) Too bad I'm not that good in creating cool levels so it's not useful for me :/

EDIT:
This one is also pretty fun:
http://zetaflow.skylogic.ca/ZetaFlow.php?ID=2730
by Mouzi
Sat Nov 24, 2007 1:22 am
Forum: Suggestions and Feedback
Topic: New AI movement suggestion
Replies: 12
Views: 3351

It's actually quite simple.
Image