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Re: What Should be in the Designer

Postby fourinone » February 23rd, 2011, 2:22 pm

Penguini wrote:Also I think there should be different ways to end the game. Like collect 50 coins [finally these things will be useful].

There's actually a way to do this already, though it's kind of annoying to set up. You could have a trigger overlapping every coin, with action "Move Item 50 spaces up" linked to goal, and have the goal start 2500 spaces lower than where it should be, such that you can only enter the goal after collecting every coin (activating every trigger).

Penguini wrote:and also think that enemies should drop items or make scenery EX: Killing the mushroom makes flowers appear.

And this all could be done if there were an "enemy death trigger", like I mentioned before. :awe:

Penguini wrote:-Keys

Once again, you can do this with a trigger, though the lock must be in the same section (i.e. no transition in between) as the key.

Penguini wrote:-Talking person or a least a someone

Triggers and signs. Yay. :awe:
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Re: What Should be in the Designer

Postby AwesomeJRFD » February 24th, 2011, 10:57 pm

What about his water suggestion, you didn't explain that.

Here's how to do working water (That you can actually swim in! YAY!)

First the obvious:

  1. Put tiles in the background.
  2. Use a Color Effect Box to make it blue and a little clear

Now the hard part:

  1. Highlight a one tile space.
  2. Choose Create Moving Block.
  3. Set Gravity radius to 20 or something like that.
  4. Set all other settings off or to 0 (except x and y for obvious reasons)
  5. Repeat with every other tile space in the water (Copy/Paste is reccomended.)

Now you get this result:
Last edited by AwesomeJRFD on February 27th, 2011, 9:20 pm, edited 1 time in total.
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Re: What Should be in the Designer

Postby fourinone » February 25th, 2011, 5:28 pm

AwesomeJRFD wrote:Use a Color Effect Box to make it blue and a little clear

How are you doing this? Every time I try that it works in the editor screen, but doesn't work when I actually play the level. o_O


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

Postby AwesomeJRFD » February 25th, 2011, 6:01 pm

The color effect box doesn't work with lava.
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Re: What Should be in the Designer

Postby nin10mode » February 25th, 2011, 6:18 pm

Color boxes that effect items. Makes fog, noticable heat, underwaterish looks and other cool crap possible.
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Re: What Should be in the Designer

Postby fourinone » February 25th, 2011, 8:10 pm

AwesomeJRFD wrote:The color effect box doesn't work with lava.

Oh, I could've sworn you said lava tiles. My bad.
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Re: What Should be in the Designer

Postby Penguini » February 27th, 2011, 8:40 am

Four wrote:
penguini wrote:-Talking person or a least someone
Triggers and signs. Yay :awe:
I know about that but have some dude that doesn't attack you like the Penguin [Bumty] in Super Mario 63.
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Re: What Should be in the Designer

Postby Cyvern » February 27th, 2011, 6:35 pm

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.
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some ideas for the designers

Postby pianoboy8 » February 28th, 2011, 3:18 pm

I have a couple of ideas and suggestions for the designer. 1. for both designers (sm63 and ll), add a story maker to them involving multiple lvls. 2. for both designers add bosses and mini bosses to them. 3. for both designers add doors/pipes that can travel to multiple lvls. 4. for both designers add a map/lvl maker as a starting point for all the other lvls (like peach's castle in sm63). 5. for both designers (dont know if ll is related to this) add paintings (sm64/sm63) for the other lvls. doesnt have to only be the starting lvl, it can be in lvls that arent the starting point. 6. for sm63 add vertical and horrizontal changing lvl lines. 7. for ll, add the music in sm63 to ll. 8. for sm63, add all music from sm64/sm64ds that isnt in sm63 to sm63. like the music for dry dry desert, real bowser's trap, final bowser battle, etc. Note: do not change the music in the game to the new sm64/sm64ds music. just add the new music to the lvl editor. 9. add a background editor to both designers. hope you do these ideas! i will post this in the sm63 desscution. tks. pianoboy8
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Bosses/Mini-bosses

Postby Animorph » February 28th, 2011, 3:27 pm

Great ideas! I agree with the boss/mini-boss thing, but I have a few details I'd like to add.
1: There should be a way to like the boss' defeat to a reaction. (i.e. You can now exit the area.)
2: There should be a boss/mini-boss maker. I don't how to explain it, but you basically choose a default boss and customize it by changing it's color, size, etc. You should also be able to set it's attacks and attack patterns.
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