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Re: What Should be in the Designer

Postby sirknightingfail » March 4th, 2011, 4:46 pm

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
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Re: What Should be in the Designer

Postby fourinone » March 4th, 2011, 8:41 pm

sirknightingfail wrote:Well, I believe that you should be able to limit the types of other magic useable(once runouw adds it in)

Yeah, I was thinking about this too. Some of the magic may make the levels we make now too easy, or ruin certain aspects of it, so this would be useful to keep our levels the way they're meant to be played.

sirknightingfail wrote:Also, there should be a way to include logic in the level

I don't quite get this. Do you mean cases like "if this switch is activated AND that switch is activated, then activate this other switch"? Elaborate, por favor?


I came across something else that would be useful... Turn Off (or another action) should close the sign box. I'm making a "cutscene", and the text box blocks your view unless the player closes it himself...
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Re: What Should be in the Designer

Postby Konradix » March 10th, 2011, 1:29 pm

Uhh... copy blocking i guess... If this game will have star crap to collect in order to unlock certain tiles then I bet some noob will post a level like that:

LOLWUT THIS LEVUL HAV AL DESINER TILUZ!!!!!!!

(that is if they unlock them) And you can simply copy&paste to make a level without unlocking any tiles (I know many of you will not have patience buy noobs will).
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Re: What Should be in the Designer

Postby TurtleLuigi » March 11th, 2011, 1:13 pm

More Item ideas
-Water
-Talking person or a least a someone


Yes I would like a talking person that acts like a sign-Press Z BLAH BLAH BLAH :lol:
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Re: What Should be in the Designer

Postby Penguini » March 20th, 2011, 11:07 am

~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!
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Re: What Should be in the Designer

Postby Oranjui » March 23rd, 2011, 6:08 pm

Up-Down transition won't let you change the BGs or music, and I need it to change for mah level. Wait, now I see why this is...


Left-Right transition always has the change on the right, because that's what it usually is, and it's easy that way. Up-Down transition doesn't because it varies a lot.
So, maybe put a direction feature on it, where you can decide what direction the change goes..?
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Re: What Should be in the Designer

Postby Animorph » March 26th, 2011, 5:14 am

Penguini wrote:~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!


I agree with everything on there, but the people thing sounds the best. I remember when I used to make SM63 levels and was annoyed by only having penguins as "people" in my levels. You should be able to talk to them, or in other words, they should work like signs. Maybe it could show a head with a speech bubble when one "talks" to them or have "replies" that trigger events.
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Re: What Should be in the Designer

Postby Gamer111 » March 29th, 2011, 3:57 pm

How about Names for Transitions. Like in Zelda when you enter Hyrule field the screen has a caption saying "Hyrule Field"
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Re: What Should be in the Designer

Postby AwesomeJRFD » March 29th, 2011, 3:58 pm

Gamer111 wrote:How about Names for Transitions. Like in Zelda when you enter Hyrule field the screen has a caption saying "Hyrule Field"


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

Postby zebtrestalala » April 6th, 2011, 9:07 am

Hey JRFD,

COuld I possibly see an example of the water effect? I don't get how it's supposed to work when I tried it out.
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