Re: Last Legacy Suggestions

Posted:
April 25th, 2014, 11:40 am
by Raz
Please don't spam emotes.
Also, they don't work yet so he couldn't have added them in. Give him time.
Re: Last Legacy Suggestions

Posted:
June 17th, 2014, 8:27 am
by Oranjui
Button triggers should be allowed to rotate so that they function better with the gravity changing feature. Otherwise, I can work around it with the area triggers, but it would be much more convenient to have them work on angles. I think that's why
this thing (which I found after paging through tons of my old posts) never took off for me like a year and a half ago.
Re: Last Legacy Suggestions

Posted:
June 26th, 2014, 11:38 am
by Raz
Ability to use any picture on your computer as a background.
Re: Last Legacy Suggestions

Posted:
July 6th, 2014, 1:15 pm
by brianwilmes
Allow cheat mode kind of like the sm63 thing in fact make it somewhat like in sm63 where you can pause the level and edit it!
Re: Last Legacy Suggestions

Posted:
June 16th, 2015, 11:12 am
by brianwilmes
Can you undo the removed themes because I really like some of them and I would like them all because I fell it would bring more of an adventure to custom levels and most of my levels now have no music Thanks

Re: Last Legacy Suggestions

Posted:
August 16th, 2015, 8:39 pm
by Joshio01
what about:
-more weapons
-instead of a trigger for background and music changing, what about a trigger called level settings which can change the default gravity, items and more from within the game
- a 'generate random number between _ and _' feature.
-more settings for enemies like attack power, range, detection range, etc.
-a whole heap more tiles would be nice
-set default health and status in a similar way to delta
-more door and sign styles and more npc types
-planets could be set to 'start off' like platforms can
-enemies actually drop squares (can customize the number they drop)
-add option for squares to react to gravity
-customize the number of squares a large square is worth
-import music and backgrounds from your pc into the level.0
-allow attributes of items to be defined by variables (eg. a crab's starting HP could be set to be equal to a variable called 'example' instead of a number)
-add some sort of fire item that works the same way as spikes
-have a tick-able 'NOT' box beside each line in the trigger section
-control whether the player can kick or not
-allow the player to swim in water instead of continuously double jumping
-allow weapons the player gets at the start of the level to be upgraded.
- instead of just having a dissolve effect, you could have different types of appearing and disappearing effects
-have more than one page of triggers at once (eg. have a trigger for a sign for both on-read and on-hit)
hope this helps!
Re: Last Legacy Suggestions

Posted:
August 17th, 2015, 1:52 am
by l.m
Hey Bowser, just a tip: There's a
site dedicated only to Last Legacy in which you can post your sugestions and ask your questions. I'd recommend there because Runouw and the Staff are active and are really likely to reply you, so you don't need Runouw to appear here once a decade.
Re: Last Legacy Suggestions

Posted:
August 17th, 2015, 4:35 am
by Niicola
Bowser2007 wrote:customize the number of squares a large square is worth
Already possible. I did it in my level
Gravity Challenge II (Yes, real advertising is real
)
Re: Last Legacy Suggestions

Posted:
September 2nd, 2015, 2:54 am
by Joshio01
ok. Heres a list of actual in game improvements (yes FF, i will post it again on the LL website later)
IMPORTANT: when you see a number followed by another number in brackets it means that this effect is increased by the number in brackes for each upgrade the item has
eg. +3(2) means the base effect is +3 for every upgrade the item has had it is increased by 2, so at +2 it will be at 7, and at +3 it will be at 9, etc.
ADJUSTED WEAPONS:
Flame Sword: shoots a small fireball with every 3rd hit. If the fireball hits a floor/wall it creates a small fire which damages enemies stand on/near it for 1 damage/sec.
Power: 12 (2), Knock +1 (1)
Amethyst Blade: can reflect any projectile back at the caster, not just dark blasts. Reflected projectiles do +50% damage (rounded up)
Power: 13 (3)
Elf Sword: A sword forged by the ancient elves before they became extinct. Grants +1 Maximum delta blocks. (much more rare than currently, not available at shop)
Power: 12 (2), M attack +1 (1), knock +2, MP +50 (5)
Masamune: a sword that is blessed with holy powers. Increases max HP and, every 20th (-0.5) successful hit, absorbs 1 HP from enemies.
Power: 16 (4), M attack +3 (1), HP +1, MP +15 (5), Resistance +1, Speed +1
Crimson Staff: shoots fireballs. Burns targets for 3 sec doing 4 damage/sec. If the fireball hits a floor/wall it creates a small fire which damages enemies that stand on/dear it for 4(1) damage/sec
Power: 8 (2), M attack + 2, MP Cost=25
Spark Staff: Shoots short-ranged lightning that travels through solid walls, floors and even multiple enemies. Stuns Enemies for 1.5 sec.
Power: 9 (2), MP Cost=20
Sapphire Staff: Launches ice seeds that do more damage the further that they travel. Seeds obey gravity slightly less than they currently do.
Power: 4 (1) + blocks traveled/2 , Knock +1, MP Cost=25
Amethyst Staff: Launches extremely powerful fireballs that explode on impact with an explosion diameter of 2 blocks. Sadly, they can damage you too (takes 2 HP).
Power: 17 (4), M attack +1, MP +15 (10), Resistance -2, MP Cost=50
Frozen Tome: Launches 5 ice seeds in all different directions that do more damage the further that they travel. All of them obey gravity slightly. Enemies that stand within 2 blocks of you move at half speed until move out of this range.
Power: 7 (2) + blocks traveled, MP +30 (10), speed +1, MP Cost=100
Lightning Rod: Shoots medium-ranged lightning bolts that travel through walls, floors and even multiple enemies. Stuns Enemies for 3 sec.
Power: 14 (3), Knock +2, Speed +2, MP Cost=40
Handcuffs: does nothing when you activate it, but improves status effects.
Power: none, P Attack +1 (1), Kick +5 (2), Knock +1 (1), Speed +2, Jump +1
NEW WEAPONS:
Sledge Hammer: Has short range. Every 5th hit creates a small tremor that travels along surfaces horizontally for 7 blocks, doing normal damage to all ground enemies it hits. Has slow drawback.
Power: 18 (3), P Attack +4, Knock +2 (1), Speed -1
Flail: Hits enemies both behind and in front of the player with every swing. Must gain some momentum before dealing much damage.
Power: 16 (2) -[4 - number of consecutive uses (maximum of 4)], Knock +3 (1), Resistance -2
Assassins Knife: Has very low range but can pull of extreme damage. Poisons enemies for 5 sec dealing 8 damage/sec.
Power: 25 (5), P Attack +2, Knock -1, Speed +2
Scythe: Has a 1/4 chance of instantly killing its target. Does not work on bosses. Has reasonably long range.
Power: 5 (1), P attack +2, M attack +2, Knock +1, HP -1, MP +50 (10), Speed +2, MP Cost=25
Staff of winds: Casts a tornado at your current location which sucks up enemies and damages them. Gets smaller over time before dissapearing. The tornado travels in a random direction on the ground at 2 blocks/sec
Power: 21 (3) - frames passed/10, M attack +2, MP +20 (5), Speed +1, MP Cost=120
Earth Wand: Disrupts the earth above where your mouse is pointed. Only works on natural surfaces.
Power: 13 (2), P attack +1, Kick +2 (1), Resistance +1 (1), MP Cost=35
Bow: basic ranged attack that does physical damage. Has the lowest MP Cost in the game and car fire rapidly (hold down mouse button to fire 8 times a second).
Power: 2 (1), MP Cost=5
Crossbow: Fires 4 arrows at once, however, does not fire as rapidly as the bow (hold down mouse to fire 4 arrows/sec)
Power: 3 (1), Knock +2, MP Cost=15
Oak wand: launches 3 thorn rings that poison targets for 11 seconds and do 6 damage per second and bounce off walls, floors and enemies. The rings disappear after 3 bounces.
Power: 11 (3), Kick +2 (1), MP +10 (5), MP Cost=60
Nether staff: launches 8 fireballs in a ring around the player. These fireballs burn targets for 3 sec doing 12 damage/sec. Fireballs don’t create fire where they land.
Power: 16 (3), Knock +1, Speed +1, MP Cost=100
Shadow Staff: fires a small ball of dark matter that, when it hits its target, creates a massive black hole that deals damage over a 10 block diameter and sucks up enemies. Removes 1 HP if you are caught in the blast. Does x2 damage to enemies that are flying/hovering
Power: 20 (5), Knock +4 (1), HP -2, MP +25 (25), Resistance -3, Speed +1 (1), Jump +1, MP Cost=200
Crystal Ball: creates a 7 (1) block wide sphere around the player. Inside this sphere, enemies take no damage but any status effects they receive do 2x (0.5) damage and last 2x (0.5) as long. The sphere lasts for 3 seconds. Good when combined with elemental equipment.
Power: 0, P attack +1 (1), M Attack +1 (1), Kick +1 (1), MP +20 (10), MP Cost=35