Re: 2nd Official Last Legacy Level Designer Contest
Oh, yeah. I had planned a BUNCH more for that, but I got what I had there at least lacking major bugs. For example, there is a secret path in there (that works), that involves playing with all the switches in the broken lab, but it's practically impossible to figure out without looking at the code (more than one switch in specific order). I found out about the variables bringing data across transitions, and I couldn't help myself. Unfortunately, figuring out how that all worked soaked up some of the time that could have gone into making it longer. (Also, I argued with it for a while before giving up, because I wanted the camera to shake like an earthquake as part of the explosion.) Also, getting the awesome looking machine to look awesome took me some time too. I wanted to make it look like a nicely equipped mad scientist lab. I think I achieved that well enough at least.
Overall, it was a very busy month for me, and I got as far as I could. I actually wanted to bounce more back in forth in time, and other stuff. I could certainly call this the first in a series, safely enough. I am more than happy enough to have Third place, and I am glad I got it in under the wire. Thank you.
Doram bows.
EDIT:
Goes to read more of the tutorial on triggers...
...Sees the "Spawn earthquake" trigger. Facepalms repeatedly. Headdesks.
Ok. I'm definitely going to fix a bunch of stuff before I submit this to the portal.
Overall, it was a very busy month for me, and I got as far as I could. I actually wanted to bounce more back in forth in time, and other stuff. I could certainly call this the first in a series, safely enough. I am more than happy enough to have Third place, and I am glad I got it in under the wire. Thank you.
Doram bows.
EDIT:
Goes to read more of the tutorial on triggers...
...Sees the "Spawn earthquake" trigger. Facepalms repeatedly. Headdesks.
Ok. I'm definitely going to fix a bunch of stuff before I submit this to the portal.