Last Legacy Suggestions

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Last Legacy Suggestions

Postby AwesomeJRFD » February 20th, 2011, 4:57 pm

This is a place where people could post their suggestions for Last Legacy. So Runouw knows what people want when the full version is released.
Suggestion Box: show
Suggestions from me:

AwesomeJRFD wrote:
  1. There should be a custom tile/item designer where you can draw and put settings on items/tiles:

    For Items:

    • It should have the ability to set the Item as Enemy, Power Up, Transportation, Platform, Trigger, or Background item.
    • Set the X and Y size of the Item.
    • A setting for some pixels to be solid and some to be disabled
    • The ability to upload a picture to use as an Item
    • For enemies:
      1. To set the HP
      2. Set the vulnerable spots (how to defeat it)
      3. set animations and sounds for the attacks (throw/hit)
      4. set damage for certain attacks.
    • For Power Ups:
      1. Set how it changes player
      2. set how it changes enemies
      3. Set abilities and attacks and damage for changed player/enemy
      4. Set animation and sound for powering up.
    • For transportation:
      1. To set how to go in (press up/down/left/right/etc.)
      2. Set destination
      3. Set animation and sound for entering
    • For Platforms:
      1. Set wether like moving blocks or moving platforms or like solid platforms
      2. For solid platforms, set rotation and mirror settings.
    • For Triggers:
        Just like normal triggers.
      1. Set how to activate (Jump on/touch/go into/jump under/etc.)
      2. Set whether visible or invisible.
    • For Background Items:
      1. Set rotation and mirror settings.
      2. Set whether in font of player or behind player.

    For Tiles:

    • Settings on whether it's a full, slope, underside slope, or half tile.
    • Set what it morphs to when certain tiles are next to it
    • Set whether solid or hurting, like lava or poison.
    • Set animations, if any.

    In the Code:

    • The X and Y point is in the exact center.

    Saving:

    • Save to database (with name) so anyone can use it.
    • Able to put password for limited usage.
    • In the database, it gets its own ID for the code, so you don't have to program every pixel in the code.

    That would be really Awesome, Except it would be a little difficult to use.
  2. When the lava falls from above, and turns into a liquid, (which is more than awesome), there's a lot of cutoff.

    It think you should add lava as an item (like the water in SM63 instead of a tile, but still have that cool falling liquid feature, so it would be a lot easier to program, and it can measure the size of the lava if you resize it, and the designer would decide what shape it would fall, and it could mix in with other lava items.


Suggestions from fourinone:

fourinone wrote:So far, through my experiences with the current LD, there are only two things I really want to see:

1. Defeating enemies as a trigger. Useful for forced fights, bosses, etc. I guess to do this, Runouw could add a "Activated by enemy - Link: ___" condition to the triggers' front pages.

2. Sound effects as trigger actions. Just there to spice things up. These should probably be simple enough.

Another suggestion:
Keyboard activated switches. Basically, you activate these by pressing the Z key while in its box, as you do with signs.


Suggestions from Penguini:

Penguini wrote:Runouw should add house tiles. Like a carpet, roof, or a checkered kitchen floor.
And also try to add boss enemies like a dragon or troll
Another idea is maybe a hub world type thing. Like Princess Peaches castle and entering a door will warp you to another level. That's just an idea though.

BACKGROUND IDEAS

- Town/village
- Castle or tower
- Thunder

SCENERY
-Tropical trees (Palm trees and crap like that)
-Snowy pines
-Desert rocks and crap similar (maybe a function that allows you to change the color of scenery :| )
-Tall grass
-Fountion and Waterfall
- FURNITURE!!! [ Ya know for houses ]
Tilez
-House/ 'Princess Peaches Castle' tiles
-Sand
-Mountain (Mountain NOT cave!!!)
-Pyramid
Background
-Mountains
-Village
Enemy
-Scorpion-Low HP
-Bat-Low HP- Flies around you
-Piranah Fish (When there is water)- Middle HP -Acts the same as bat
Music Themes
- Overworld 2
- Jungle and Forest
- Athletic
- Village/City Market
- Boss 2
- Storm
- Sea
ECT
- Allow triggers to change the Music [ Great for cutscenes :O ]
- Make it so you can customize how many hits an enemy can take [ That way we can make our own mini boss ect. ]
- Some dude who doesn't attack you [ Like the penguin in 63 ]

You should have 'boss' enemies. Like a troll with 200 hp or a dragon. Also make enemies be triggers to some things. :mrgreen:
And have enemies attracted to gravity, LV.s, and Magic Abilities:
1. Ice: makes water platforms
2. Wind: Allows you to temporarly fly(like FLUDD)
3. Fire: Burns certain tiles and Scenery

Maybe put teleport areas( basically a door that looks different.)
Maybe make a water/lavafall. Add some Aerial enemies, SHOPS, Inventory, Potions and MP Potions, Power ups (maybe one that turns you invisable and allows you to go through certain blocks), MORE EPIC MUSIC! Maybe uploading some from Garage band, iTunes, maybe YouTube (as long as we give credit) :awe:

Is it possible to make doors invisable? And speaking of doors why do Enemies go BEHIND THE DOOR! You might want change that. :mrgreen:

~Ladders!
~Sound FX (i.e; Roar, Thunder, Explosion)
~ A STORY MODE :awe: Zelda style ( who's with me!? )
~ More Items ( i.e: Whip( for grabbing far away items ) ect )
~ People! ( similar to the penguins in 63 )

If you can make your own ladder using triggers tell meh!


Suggestions from Neon Boy:

Neon Boy wrote:New Items for LL
1.Flags
2.More Windows
3.Cave entrance
4.Castle Door
5.more different kinds of Doors
6.Wooden Bridge
7.Castle Stuff
8.House stuff
9.Well
10.Types of Tree
11.More Platforms
12.Gates
Backgrounds
Volcanic Background
Inside Volcano Backrgound
Castle Background
Dungeon Background


Suggestions from Hyborg:
Hybrog wrote:Gravity affected blocks. You can push them and they fall to the ground. They would also be affected by gravity switches.
Coin counter.
Health restoring items.
Breakable crate that items can be placed inside.
A switch that activates when a certain amount of coins have been collected.

MP, it could be a fire spell, a freezing spell, a protective spell, a really cool spell would be a possessing spell, the main character would stay still, and you would be able to control an enemy, but eveytime it gets hit, you take damage. Another spell could be a momentary hover spell, and maybe a restorative spell. Maybe even an electric and water spell. You would cast the water spell at an empty gap and it fills with water. You could only use these spells if you picked up the pwerup in the level. Like FLUUD, except once you get one, it replaces the last one you had. Cool, no?


Suggestions from pianoboy8:

pianoboy8 wrote:I have a couple of ideas and suggestions for the designer. 1. add a story maker to them involving multiple lvls. 2. add bosses and mini bosses to them. 3. add doors/pipes that can travel to multiple lvls. 4. add a map/lvl maker as a starting point for all the other lvls. 5. for ll, add the music in sm63 to ll. 6. add a background editor. hope you do these ideas! tks. pianoboy8

NOTE: This topic is ONLY for Last Legacy. there is already a topic for SM63. That is why I took out all the stuff pertaining to SM63. You can post those Ideas in the SM63 suggestions topic.

Suggestions from Chen:

Chen wrote:There should be saws and other items (wrecking balls, spinning axes, etc.) that are movable like platforms and offer knockback and damage like an enemy, instead of sending players everywhere like in my Woodworks levels. ;)


Suggestions from sirknightingfail

sirknightingfail wrote:Well, I believe that you should be able to limit the types of other magic useable (once runouw adds it in)
Also, there should be a way to include logic* in the level

I want to be able to make an enemy spawner, one that spawns enemies continuously for a survival level

*He means like in the level designer in the game "Little Big Planet 2".

Suggestions from Killswitch
Killswitch wrote:Freeze Ability - The player chooses an area that he/she wants to freeze.
Invincibility Ability - The player takes no damage at the amount of time (If activated, obviously.).
Stun Ability - Makes the target opponent immovable until its attacked.
Item Coloring - The Designer has the ability to change the color of some items.
Mines - These are items that explode in a few seconds when the player is near them.
Reincarnation - If you won't accept my "Rewind" ability, I suggest this. If the player dies, it revives.
Teleportation - An ability that transports the player quickly in any areas of the level. Doesn't work on areas that have Delta Negate Boxes.

Enemy Suggestions:

Scorpion - This enemy is small as the crab. This enemy has a poison ability (Works if the player is stung.) that damages 3-5 HP of the player every 5 seconds.
Double Sword Warrior - This enemy has two swords and has 150 HP. It has the ability to reduce the attack damage of the player.
Warlock - This enemy throws balls of lightning to damage the player. It has the ability to drain the player's MP.
Rampage Warrior - An enemy that throws balls of fire to damage the player. When this enemy is out of HP, it explodes in 3 seconds.
Cannoneer - This enemy's attacks are explosive. It has also have some smoke bombs that blinds the player. (The player can only see himself and the tile/item that he is stepping on.)

+ Add/Erase Tile on the Triggers instead of Change Tile. (You have the ability to change the tiles by choosing something in the Tiles.)
+ Mirror on Enemies.
+ Cheats.

+ Add a "Pick" at the "Move Item" on the Triggers just like the door. :awe:
+ Add a link to the Start Position. That'll be awesome. :troll:
+ The gravity of a planet should also affect the other items besides the player.

+ Strengths and Weaknesses (Each enemy/ally/you should have both strengths and weaknesses just like BR.)

For example, the player's strengths are fire, blunt, and explosive and his weaknesses are magic, cutting, and piercing.

+ Player settings in the LD. (Example: Damage, Armor, Health, Mana)
+ Swap Positon Ability.

+ All items (Except the player, the enemies, some decorations, basic properties, box triggers) should have gravity settings.
+ Create-Your-Own-Enemy System (With damage amount settings, armor settings, strengths, weaknesses, maximum pixels for jumping, collision effects, design, abilities, health settings, mana settings, conflict with other enemies, transparent background, etc.)
+ All items should have resizing settings.
+ Trigger effects when the trigger collides with an enemy.

I suggest that you add Custom Background and Custom Music. I mean, just paste the Image URL on "Custom Backgrounds" bar to make backgrounds and paste the YouTube URL on "Custom Music" bar to make awesome music. :troll: And also, add Background colors, just include the Hexadecimal Values. :awe:


Suggestions from Shadrixian

Shadrixian wrote:Could the game have achievements, like some games("I Hate Traffic" and "Achievement Unlocked")? It would sort of be like:


Name of Achievement: Keeping Casualties
How to obtain: Do not kill anything in the level

Name of Achievement: Matrix
How: Use the tile magic over 20 in one level

Also, what about how there could be a store where you buy enemies you have defeated that you could play as? Like if you defeat the knight, you get to buy the knight character. Stuff like that.


Suggestions from zebtrestalala

zebtrestalala wrote:Personally I just kind of hope that the spell effects are as cool as some of the FLUDD and wing cap opportunities in SM63, and even more so. I've been making a level series called the Elemental Trials, and I'm eagerly awaiting the inclusion of water so I can start messing around with it for my water themed level. And having functional lava would be nice too. One thing I'd suggest would be to include more fire effects. Lava was nice, but in SM63 I always wanted to have one of those fire spurts around to have fun with.


Suggestions from JSlayerXero

JSlayerXero wrote:I say we need a damage and health editor for the enemies. This allows a re-sized knight with 20 times HP that does 20 damage per hit = instant mini-boss. Heck, a re-sized crab with upped health and damage values = instant mini-boss. Fighting this giant knight that's just as weak as a regular knight is getting to me.


Suggestions from TheZunar123

TheZunar123 wrote:How about an item that works like the teleport pads in Banjo-Tooie? You step on them to activate them, and you can put names for each one so the player knows which they are going to. To use the teleport pad, I suggest doing something like pressing X or something, because using Z would prevent you from attacking something, and that's not good.

_________________________________________________________________________________________________________________________________________________________
I will edit this to include other people's suggestions so Runouw doesn't have to keep searching for new suggestions. I will also put in suggestions from the other Last Legacy Topics. I will not put in suggestions that have been posted before or any that ask for stuff already in the Designer.

If you post a suggestion for something is already in the Designer, Me or someone else will tell you how/where to find it.

I appreciate any suggestions.
_________________________________________________________________________________________________________________________________________________________
Last edited by AwesomeJRFD on May 24th, 2011, 4:58 pm, edited 44 times in total.
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Re: What Should be in the Designer

Postby fourinone » February 20th, 2011, 7:46 pm

So far, through my experiences with the current LD, there are only two things I really want to see:

1. Defeating enemies as a trigger. Useful for forced fights, bosses, etc. I guess to do this, Runouw could add a "Activated by enemy - Link: ___" condition to the triggers' front pages.

2. Sound effects as trigger actions. Just there to spice things up. These should probably be simple enough.
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Re: What Should be in the Designer

Postby AwesomeJRFD » February 20th, 2011, 8:41 pm

fourinone wrote:So far, through my experiences with the current LD, there are only two things I really want to see:

1. Defeating enemies as a trigger. Useful for forced fights, bosses, etc. I guess to do this, Runouw could add a "Activated by enemy - Link: ___" condition to the triggers' front pages.

2. Sound effects as trigger actions. Just there to spice things up. These should probably be simple enough.


Thanks! I will edit the first post to include this. :awe:
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Re: What Should be in the Designer

Postby Chaukai » February 20th, 2011, 9:19 pm

My biggest problem right now is that there's no way to freeze the character except through sign, so when I want to zoom out and see something, you can still move the character. Perhaps a... "Freeze" Trigger, so that all the enemies and moving objects freeze in place for an alotted time.
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Re: What Should be in the Designer

Postby Penguini » February 21st, 2011, 3:40 am

Runouw should add house tiles. Like a carpet, roof, or a checkered kitchen floor.
And also try to add boss enemies like a dragon or troll
Another idea is maybe a hub world type thing. Like Princess Peaches castle and entering a door will warp you to another level. That's just an idea though.

BACKGROUND IDEAS

- Town/village
- Castle or tower
- Thunder
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Re: What Should be in the Designer

Postby Buff_ » February 21st, 2011, 4:47 am

RemnantAbyss wrote:My biggest problem right now is that there's no way to freeze the character except through sign, so when I want to zoom out and see something, you can still move the character. Perhaps a... "Freeze" Trigger, so that all the enemies and moving objects freeze in place for an alotted time.


Have you tried using the time function? If you set it to 0 it stops time for things. I'm not sure if it effects everything, but it does effect the player.
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Re: What Should be in the Designer

Postby AwesomeJRFD » February 21st, 2011, 10:07 am

Buffooner wrote:
RemnantAbyss wrote:My biggest problem right now is that there's no way to freeze the character except through sign, so when I want to zoom out and see something, you can still move the character. Perhaps a... "Freeze" Trigger, so that all the enemies and moving objects freeze in place for an alotted time.


Have you tried using the time function? If you set it to 0 it stops time for things. I'm not sure if it effects everything, but it does effect the player.


No, It only affects the player. Unfortunately, that means enemies can still attack and give damage. :(

Correct me if I'm wrong.

EDIT:

OK, I'm wrong. Shoot me. *is shot*
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Re: What Should be in the Designer

Postby fourinone » February 21st, 2011, 3:41 pm

AwesomeJRFD wrote:No, It only affects the player. Unfortunately, that means enemies can still attack and give damage. :(

Correct me if I'm wrong.


Nope, it freezes all enemies and moving blocks/platforms, too. So there you go, chau. :awe:
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Re: What Should be in the Designer

Postby Neon Boy » February 23rd, 2011, 10:55 am

New Items for LL
1.Flags
2.More Windows
3.Cave entrance
4.Castle Door
5.more different kinds of Doors
6.Wooden Bridge
7.Castle Stuff
8.House stuff
9.Well
10.Types of Tree
11.More Platforms
12.Gates
Backgrounds
Volcanic Background
Inside Volcano Backrgound
Castle Background
Dungeon Background
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Re: What Should be in the Designer

Postby Penguini » February 23rd, 2011, 2:02 pm

Also I think there should be different ways to end the game. Like collect 50 coins [finally these things will be useful].
and also think that enemies should drop items or make scenery EX: Killing the mushroom makes flowers appear.

More Item ideas
-Water [duh]
-Keys
-Talking person or a least a someone
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