Underwater

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Underwater


Rate this Level: This Level was rated 5 times with an average score of 4.00.This Level was rated 5 times with an average score of 4.00.This Level was rated 5 times with an average score of 4.00.This Level was rated 5 times with an average score of 4.00.This Level was rated 5 times with an average score of 4.00.

Postby Volkove » July 7th, 2013, 10:05 am

Underwater

Note - was originally set up for version 0.3; it will likely not perform accurately at this point.
In particular, the hard path is no longer possible due to altered jump mechanics.

Although there isn't any water in the game yet, it is possible to make a facsimile of it. Its style is based off of a couple of other games.
The level itself divides into two routes, an easy route and a hard one.

If you'd prefer, alternate music for the seaside / beach area can be found Here. It makes a certain warning tune harder to hear, however.

Code: Select all
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0:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%7C%7C%7C%7C%7C%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%7C%7C%7C%7C%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%7C%7C%7C%20%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%7C%7C%20%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%7C%20%20%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%7C%20%20%20%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%7C%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%7C%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%7C%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%7C%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:subtitle,3,%3Cfont%20size%20%3D%20%2219%22%20face%20%3D%20%22Arial%22%20color%20%3D%20%22%23ffffff%22%3E%3Cb%3EAir%0D%5B%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%5D,10:sleep,45:movechar,this,0,1800,0,0,0,1|6:tide;776;968;550;64;1;1;branch,5,2,g_air,0:exit:set,g_air,1:activate,underwater|6:tide;752;904;600;64;1;1;branch,5,2,g_air,1:exit:set,g_air,0:stoptrigger,underwater:setmusic,2,0|6:tide;1612;1032;800;64;1;1;branch,5,2,g_air,0:exit:set,g_air,1:activate,underwater|6:tide;1588;968;900;64;1;1;branch,5,2,g_air,1:exit:set,g_air,0:stoptrigger,underwater:setmusic,2,0|50;2240;1424;0;100,100,100,100,0,0,0,0,0,0,0,-140;1;1;2;|50;1856;1384;0;100,100,100,100,0,0,0,0,0,0,0,-140;1;1;2;|50;1095;1063;0;100,100,100,100,0,0,0,0,0,0,0,-140;1;1;2;|71;537;753;0;100,100,100,100,-70,0,0,0,0,0,-90;1;1;3;|71;1540;951;0;100,100,100,100,-70,0,0,0,0,0,-90;1;1;3;|6:tidecontrol;128;384;32;32;1;1;set,tide,0:move,tide,0,1,0,0:sleep,6:add,tide,tide,1:branch,2,1,tide,6:sleep,35:move,tide,0,-1,0,0:sleep,6:add,tide,tide,1:branch,2,6,tide,12:sleep,35:goto,0|6:tide;3698;656;1600;800;1;1;movechar,this,0,0,0,-0.35,0,0|x906:tide;3696;656;50;25;0;100,100,100,40,0,0,200|6:tide;3702;672;1650;64;1;1;branch,5,2,g_air,0:exit:set,g_air,1:activate,underwater|6:tide;3678;608;1650;64;1;1;branch,5,2,g_air,1:exit:set,g_air,0:stoptrigger,underwater:setmusic,2,0|71;3625;609;0;100,100,100,100,0,0,0,0,0,0,0,-150;1;1;5;|71;2679;959;0;100,100,100,100,-70,0,0,0,0,0,-90;1;1;3;|71;3082;797;0;100,100,100,100,-70,0,0,0,0,0,-90;1;1;3;|50;2892;917;0;100,100,100,100,0,0,0,0,0,0,0,50;1;1.1;4;|x902;3704;1416;10;50;-90;100,100,100,70,0,0,50|9:airbub01a;4136;1481;100,100,100,20,150,150,200,0,0,-100;2,2;cwcxcycz;all;0;0;5;300;0;100;0;90;30;0;3;1;5;5;5;5;30;30;128;10;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;0.6;0.6;1;0;1|6:airbub01b;4124;1468;24;24;1;1;stoptrigger,airbub01c:activate,airbub01c:stoptrigger,underwater:setmusic,2,0:activate,underwater:move,airbub01a,4152,1488,1,0:move,airbub01b,4140,1476,1,0|6:bubhor;64;448;32;32;1;1;set,horiz,0:move,airbub01a,1.4,0,0,0:move,airbub01b,1.4,0,0,0:sleep,2:add,horiz,horiz,1:branch,2,1,horiz,16:sleep,25:move,airbub01a,-1.4,0,0,0:move,airbub01b,-1.4,0,0,0:sleep,2:add,horiz,horiz,1:branch,2,7,horiz,32:sleep,25:goto,0|15;5632;1216;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Last edited by Volkove on September 21st, 2013, 8:12 pm, edited 2 times in total.
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Re: Underwater

Postby -BY » July 8th, 2013, 2:03 pm

I've been working with water as well some time ago but failed at getting it to work properly. In this level, in fact the settings have been set pretty great. While it could need a few fixes gameplay wise to avoid too hard obstacles as reaching the switch in the hard path and the bit of lag which appeared while playing the hard path.

Also the change from grass to desert/beach in the very beginning seemed a bit odd to me.

Still. I'd love to see this concept getting used again. (Also wanted to ask if I could use the way your water works for a water level I've been working on for a while.)

4/5 I'm liking it but there are a few things which keep it away from a 5 rating.


Edit: I wasn't able to ask that before. But what's the point of that name change? Volcove to Volkove, I mean. Just curious about it.
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Re: Underwater

Postby Volkove » July 9th, 2013, 7:44 pm

Its mostly a showcase / preview than a truly serious endeavor, so I'm not surprised that it isn't perfect in terms of gameplay. I tested it to make sure that it is possible, albeit possibly requiring a few tries (hence the nearby checkpoint). I had very little trouble with the switch, though; what was the problem there?

The ground to beach was mostly to display that its a coast / beach setting.

You're more than welcome to use it as you please; I tried to keep it simple so that it can be copied to other levels without much fuss.

As for the name change, it mostly serves as a call back to its origins. Plus I just felt like it.
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Re: Underwater

Postby JSlayerXero » July 9th, 2013, 8:18 pm

Can I ask why even bother making swordplay "harder"? You can attack with ease in the air. You can even eagle kick. Removing the ability to attack normally doesn't really do much. Anyways, anti-gravity isn't exactly a new trigger ability. Although you are the first to really try applying it to anything. It's a pretty decent proof of concept. Although, it feels really average overall. 3/5
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Re: Underwater

Postby -BY » July 10th, 2013, 5:52 am

Thanks. Gonna use it sligthly changed in one of my levels soon.

Nvm about the switch. I tried to use the wrong way back then.
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Re: Underwater

Postby Volkove » July 10th, 2013, 7:10 am

JSlayerXero wrote:Can I ask why even bother making swordplay "harder"? You can attack with ease in the air. You can even eagle kick. Removing the ability to attack normally doesn't really do much. Anyways, anti-gravity isn't exactly a new trigger ability. Although you are the first to really try applying it to anything. It's a pretty decent proof of concept. Although, it feels really average overall. 3/5


It is more of an unpleasant side effect than a feature, simply because of how the effect works. It is probably possible to fix by adding extra triggers upon every uneven piece of submerged ground (which would take a fair amount of effort, especially for any slopes), but for a simple showcase, it isn't worth the effort. As such, I just added a warning that its something to keep in mind instead.
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Re: Underwater

Postby JSlayerXero » July 10th, 2013, 7:25 am

Oh. Okay. I thought you actually had signs or something for that. I didn't realize it was just the terrain. In still feels kind of average though. It's a start though, that's all you can really ask for with LL at this point.
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Re: Underwater

Postby SuperLuigi9624 » August 21st, 2013, 4:04 pm

I think instead of immediately going poof you should take damage until you die, but that's just my opinion.

Maybe make it so invisible spikes spawn on you every few seconds?
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Re: Underwater

Postby Volkove » September 21st, 2013, 8:11 pm

Luigi Fan 64 wrote:I think instead of immediately going poof you should take damage until you die, but that's just my opinion.

Maybe make it so invisible spikes spawn on you every few seconds?


Unless something changed with the latest version, there isn't an easy way to move an object to coordinates based on the player's location. It would require a lot of effort to achieve such a minor effect, and I would rather keep the basic concept as simple as possible.
Will do sporadic level reviews on request - PM if interested. I will only do one level at a time. I tend to be rather critical.
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Re: Underwater

Postby AwesomeJRFD » September 21st, 2013, 11:05 pm

Volkove wrote:
Luigi Fan 64 wrote:I think instead of immediately going poof you should take damage until you die, but that's just my opinion.

Maybe make it so invisible spikes spawn on you every few seconds?


Unless something changed with the latest version, there isn't an easy way to move an object to coordinates based on the player's location. It would require a lot of effort to achieve such a minor effect, and I would rather keep the basic concept as simple as possible.

It's actually pretty simple. You just need a few extra triggers around the player which follow them, and have the item move with the triggers.

Here's an example of how to do that:
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  1. Place 4 triggers around the player that each move all 4 with the player (You can use my player coordinates detector for that)
  2. Modify those triggers to also move the spikes item which has a separate tag than the 4 triggers ("poisonspikes" for example), and is about 256 Item Coordinates above the player's start position:
    Code: Select all
    llitem:0;144;1504;1;0;0|6:player;-112;1504;512;256;1;1;move,player,0,32,0,0:move,poisonspikes,0,32,0,0:add,g_playerY,g_playerY,32|6;110;1444;64;64;0;1;set,g_playerX,144:set,g_playerY,1504|6:player;-128;1232;256;512;1;1;move,player,-32,0,0,0:move,poisonspikes,-32,0,0,0:sub,g_playerX,g_playerX,32:set,g_F,0|6:player;-112;1216;512;256;1;1;move,player,0,-32,0,0:move,poisonspikes,0,-32,0,0:sub,g_playerY,g_playerY,32|6:player;160;1232;256;512;1;1;move,player,32,0,0,0:move,poisonspikes,32,0,0,0:add,g_playerX,g_playerX,32:set,g_F,1
    The spikes item should follow the player just outside of the camera's view, assuming you haven't zoomed out or changed the camera in any way.
  3. When you want to move the spikes item to the player, have the following code in the level and use Activate: "poison":
    Code: Select all
    llitem:6:poison;736;1600;16;16;0;1;branch,5,2,g_poisoned,0:exit:move,poisonspikes,0,512,0,0:set,g_poisoned,1
  4. When you want to move the spikes item away from the player, have the following code in the level and use Activate: "cure":
    Code: Select all
    llitem:6:cure;752;1600;16;16;0;1;branch,5,2,g_poisoned,1:exit:move,poisonspikes,0,-512,0,0:set,g_poisoned,0
  5. As you can see, I also included a boolean variable check (g_poisoned) to make sure that "poison" or "cure" aren't activated twice in a row, which would cause the spikes to move too far above or below the player.


Proof of concept level using the codes I provided above (I left the spikes visible so you can see what happens):
Code: Select all
150x50~.7050aa34amaa149amaa149amaa115~~~~0;144;1504;1;0;0~6:mushroom;536;1472;48;32;0;1;playsound,55:activate,poison:sleep,150:activate,cure:sleep,30:turnon,this|6:player;-112;1504;512;256;1;1;move,player,0,32,0,0:move,poisonspikes,0,32,0,0:add,g_playerY,g_playerY,32|6;112;1440;64;64;0;1;set,g_playerX,144:set,g_playerY,1504|6:player;-128;1232;256;512;1;1;move,player,-32,0,0,0:move,poisonspikes,-32,0,0,0:sub,g_playerX,g_playerX,32:set,g_F,0|6:player;-112;1216;512;256;1;1;move,player,0,-32,0,0:move,poisonspikes,0,-32,0,0:sub,g_playerY,g_playerY,32|6:player;160;1232;256;512;1;1;move,player,32,0,0,0:move,poisonspikes,32,0,0,0:add,g_playerX,g_playerX,32:set,g_F,1|272:poisonspikes;144;992;2;2;0;;0|165:mushroom;560;1504;1;1;0;400,100,50;0|90;272;1504;-1;1;0;;0;4;0;camera,1,0,0,0,mushroom,0,0,10:dialog,1,Be%20careful%21%20Touch%20a%20poison%20mushroom%20and%20you%20will%20be%20poisoned%20for%205%20seconds%21:camera,1,0,0,0,tree,0,0,10:dialog,1,Touch%20a%20tree%20to%20cure%20yourself%20if%20you%20get%20poisoned.:cameraoff;0|133:tree;816;1504;1;1;0;;0|6:tree;792;1408;48;96;0;1;playsound,47:stoptrigger,mushroom:activate,cure:invis_wait:turnon,this:turnon,mushroom|6:poison;0;1600;16;16;0;1;branch,5,2,g_poisoned,0:exit:move,poisonspikes,0,512,0,0:set,g_poisoned,1|6:cure;16;1600;16;16;0;1;branch,5,2,g_poisoned,1:exit:move,poisonspikes,0,-512,0,0:set,g_poisoned,0|2;1104;1504~Poison%20proof%20of%20concept~AwesomeJRFD~3~4;0;0~1~1;0~0;0;3~1378948444~0.4
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