Search found 87 matches
- Mon Dec 03, 2007 7:08 pm
- Forum: Level Design
- Topic: 12 o'clock shuffle
- Replies: 9
- Views: 8982
12 o'clock Shuffle Today's episode of 12 o'clock Shuffle is a bit late in coming. I apologize ahead of the time for the lack of posts over the last couple days. I have been busy working on an XNA-based vertical shooter among other things. laserdome by eram lvl 1(piffed up) by twily mænde by seba...
- Mon Dec 03, 2007 6:39 pm
- Forum: Editor Help
- Topic: How do u judge the angles when using the AI roatate control?
- Replies: 8
- Views: 6249
You kind of do have a box that gives the angles you need for parts. It's located on the lower lefthand corner. If I need to be extremely precise on my angles (like my newest creation) then I generally rotate parts 1 degree at a time and check the box for the actual angles. It's the third box down fr...
- Mon Dec 03, 2007 10:58 am
- Forum: Suggestions and Feedback
- Topic: Some suggestions
- Replies: 20
- Views: 6487
Another thing I just thought of that would be nice to have added to the editor. A button or two that would flip the current piece you are working on. Like: Flip horizontal and Flip Vertical. Instead of having to use the 'z', 'x', and 'c' keys to create a new cloned copy that has the opposite values,...
- Mon Dec 03, 2007 10:53 am
- Forum: Editor Help
- Topic: How do u judge the angles when using the AI roatate control?
- Replies: 8
- Views: 6249
Clockwise rotation uses a positive rotational value, whereas counterclockwise uses negative. The angles are measured in degrees with the rotatePart script command. For instance, rotatePart, 1, 1, 0, 360, 0 That line says: rotate part #1 at speed 1 between 0 and 360 degrees, starting at 0 degrees. Ge...
- Sun Dec 02, 2007 6:55 pm
- Forum: Suggestions and Feedback
- Topic: New Level Option?
- Replies: 9
- Views: 2554
- Fri Nov 30, 2007 6:43 pm
- Forum: Level Design
- Topic: Did I miss the memo?
- Replies: 6
- Views: 3528
Did I miss the memo?
Is there a contest to see who can put the most guns on a core and I just didn't get the memo for it or something? Maybe I am just not the right kind of player. Just seems neither fun nor fair to put 500 spread shots, 200 lasers and 300 rocket launchers on a ship. And then put it on rotate to ship. A...
- Tue Nov 27, 2007 9:31 pm
- Forum: Level Design
- Topic: 12 o'clock shuffle
- Replies: 9
- Views: 8982
Welcome to another exciting issue of 12 o'clock Shuffle. Host Redsatori apologizes for those of you who were waiting anxiously for yesterday's episode. Had some server issues I needed to clean up on my end. Still don't have it up and running yet however. Possibly after I do these reviews. Tonite's ...
- Sun Nov 25, 2007 3:41 pm
- Forum: Suggestions and Feedback
- Topic: New AI movement suggestion
- Replies: 12
- Views: 3335
- Sun Nov 25, 2007 3:17 pm
- Forum: Level Design
- Topic: 12 o'clock shuffle
- Replies: 9
- Views: 8982
- Sun Nov 25, 2007 12:28 am
- Forum: Suggestions and Feedback
- Topic: Some suggestions
- Replies: 20
- Views: 6487
Well, rotating the core independently is important as well. However, when you are creating a level that is symmetrical around the core, such as a triangle or pentagon shaped boss, it's quite difficult to put the right numbers into place. I spend about 40% of my level design time working out the trig...
- Sat Nov 24, 2007 10:17 pm
- Forum: Level Design
- Topic: Sometimes I wonder...
- Replies: 1
- Views: 2372
Sometimes I wonder...
Sometimes I wonder what people are thinking when they create levels. This sweet spot took me about 20 tries to find: ultimate match: red ship vs gunmaster 6000 http://img514.imageshack.us/img514/5564/gunmaster6000uc2.gif This level is ludicrous, but it can be beaten. You just have to be careful clea...
- Sat Nov 24, 2007 7:59 pm
- Forum: Suggestions and Feedback
- Topic: Some suggestions
- Replies: 20
- Views: 6487
Hey MD, just thought about something else that would be kind of nice for the editor: A special function that turns the Core, and all attached parts. Could have the same set up as part turning, with q, w, r, and t for 45 and 1 degree turns. This would be pretty cool if you can implement it. Let me kn...
- Sat Nov 24, 2007 4:33 pm
- Forum: Level Design
- Topic: 12 o'clock shuffle
- Replies: 9
- Views: 8982
12 o'clock Shuffle :: Episode 4 Attack of the Intergalactic Fleet The views and opinions contained in this post are Redsatori's. They do not necessarily reflect the views and opinions of others. Today's levels are all by one designer. They are all based on a central idea. As a side note, after play...
- Fri Nov 23, 2007 11:26 pm
- Forum: Suggestions and Feedback
- Topic: New AI movement suggestion
- Replies: 12
- Views: 3335
- Fri Nov 23, 2007 6:00 pm
- Forum: Editor Help
- Topic: Pushing the Limits :: Abstract ZF concepts and techniques
- Replies: 11
- Views: 7435
Pushing the Limits :: Abstract ZF concepts and techniques
Design techniques by some of our designers go above and beyond what could be expected from the simple scripting language employed by Zeta Flow. This game is immensely fun, especially when you get to play what others have created. What happens when you want to get into designing yourself, though? At ...