Last Legacy Suggestions

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Re: Last Legacy Suggestions

Postby AwesomeJRFD » June 4th, 2011, 3:47 pm

TheZunar123 wrote:Also, another cool thing would be to have the effect from Super Mario Bros. Wii where a spot looks solid, but it actually isn't. If you run into it, it cuts out part of it to show you where you are. You guys know what I mean?


Like this?

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Re: Last Legacy Suggestions

Postby Zunar » June 4th, 2011, 5:45 pm

Yeah, like that! So we can already do stuff like that.. OK. Nevermind then. :)

I just wish there was a simpler way than having to type in the stuff for each and every tile that you want it to do...
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Re: Last Legacy Suggestions

Postby Konradix » June 28th, 2011, 12:05 pm

-What about making like a big map in the level selection (eg. Peach's Castle in SM63) where you could walk on, find some kind of temple/ruins/[insert place here](like outside level) in which you would get power-ups, magic or trollin guy.

-An awesome Idea that should be added is X-bosses! Stronger versions of them! Or challenge bosses! A Daredevil bossfight!
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Re: Last Legacy Suggestions

Postby JSlayerXero » June 28th, 2011, 12:25 pm

Bosses have been suggested since square one. Course, n00bs would absolutely SPAM them for hard levels. But it would be nice. And the idea for an over-world/hub isn't a bad thing, though I do wonder, is it possible to make a level, that after doing something, would load a completely different level? THAT would be something. Like, make an option in goal item to load a level, and you paste the code there. That WOULD be interesting, but I can imagine the annoyance of huge-*** level strings. Still, I kinda want that.
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Re: Last Legacy Suggestions

Postby Konradix » June 28th, 2011, 11:15 pm

By X-Bosses I meant like M&L series or
Spoiler: show
SPM shadow hero's
. Not regular bosses u can put in LD. Like a challenge hall. You would get ranks like for time, hp left etc.

annoyance of huge-*** level strings

They could be like in metroid. You go through two maps (Castle - "Hallway" - Ruiny thingy) and get to the entrance. And if runouw adds it mabbe he'll add tthe teleportation skill (to teleport to the castle.)

EDIT:
To prevent cheaters from getting to leaderboards like in other games *coughmkwiicough* Runouw could give restriction of time like:

It is impossible to beat that boss in 20 seconds. He gives thing that checks if person has 20 seconds or less and then does something jerkish (like what's my name :troll: ).
"Men cry not for themselves, but for their comrades"

Check out my newest level called:
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Levels that I may make by 20XX
- Remake of Airship Armada
- Level using the Turbo FLUDD
- Level using the Flying Cap
- A level on the moon

- Syzygy Labs
- Maybe some sort of Metroidvania level
- Sneaking level
- A mystery


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Re: Last Legacy Suggestions

Postby JSlayerXero » June 29th, 2011, 6:06 am

What I meant by that is when you go into an end panel, or something like that, it would load a COMPLETELY new level. Issue there is that it would create gigantic level strings of levels within levels. And I still have no clue what X-Bosses are. I'm played Mario & Luigi 1, but I haven't played it in years. SO refresh me on what you mean.
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Re: Last Legacy Suggestions

Postby Konradix » June 30th, 2011, 5:58 am

http://www.mariowiki.com/Mario_%26_Luig ... ory#Bosses

with some being optional X forms of bosses.


"For comparasement:": show
X boss:
Bowser Memory MX
HP: 2,500
EXP: 0
COINS: 6,000 total

Normal boss:
Bowser Memory M
HP: 730
EXP: 1,500
COINS: 350


And about strings: But if you have the vertical anti-llag lines then you could just put 1 of them at the bottom and it would be like a normal LD level.
"Men cry not for themselves, but for their comrades"

Check out my newest level called:
Image
Be sure to leave a comment and a rating ;)
Fun and Games: show
Levels that I may make by 20XX
- Remake of Airship Armada
- Level using the Turbo FLUDD
- Level using the Flying Cap
- A level on the moon

- Syzygy Labs
- Maybe some sort of Metroidvania level
- Sneaking level
- A mystery


Random Stuff
Image
Image
Czasoprzestrzen/Spacetime... If only somebody knew this hidden gem...

Huh?
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Re: Last Legacy Suggestions

Postby JSlayerXero » June 30th, 2011, 6:17 am

Oh, I see what you mean now. Palette swaps + higher stats. Cause like all older games, if it's a palette swap, it GOT to be stronger :awe:

But really, that can easily be achieved by having a regular boss, allow for palette changes, and allow for stat editing. Same idea. Cause if you can edit the stats, you've got that same thing right there. All you would need is the option to swap a palette after that. Course, that would also mean Runouw would need to assign palettes, but that can't be too hard... Right? But this just raises the point, editable HP is awesome, cause it would make Runouw's job designing enemies and bosses somewhat easier, he'd just need to give us an enemy, and a "default" HP count. Should this be edited, you can have 5 enemies that all have different HP in spite of being the same enemy type.

Also, those X bosses remind of Navi Ghosts from the Mega Man Battle Network series. I mean, if you've ever played them, after you defeat most bosses, you can find their "ghost" lying around somewhere which is somehow stronger that the original. After beating THAT you can randomly encounter an even stronger form now and again. Yeah, bosses as random encounters. Fun stuff.
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Re: Last Legacy Suggestions

Postby stickmanX25 » June 30th, 2011, 3:09 pm

Here's one: Civilians.

They could act almost like a mix between signs and box switches. To free up a little space, you can set their appearance, rotation, and direction after placing them(appearance as in male/female/ect.), and when you press 'Z' near them, it runs set-up events. This could make it SO easy to do stories, and everybody knows the automatic sign trick to let them chat, right?

Also, from experience as a programmer, I honestly do not believe that this will be too difficult to make.



I also STRONGLY agree with your ideas for the bosses. Re-sizing and re-pelleting seems good. It also wouldn't hurt to see runouw make a ranged enemy, with attacks that go straight forward.

ehee, ranged enemy+re-sizing+switch death+hp at infinity=SMB boss remake.

Also, an inventory would be reeeeaaaaaaaallllllllllllllllllllllyyyyyyy cool. Maybe 3 inventory slots? If that's done, you could add shop systems. You could also make locked doors, with keys(of course, each key has that 'link' name, and the door is set to sync up with said key. That would be awesome for making huge story-based maps, and dungeons. Another one that'd be cool is making the 'create block' button have a background block button, that will include background blocks with foreground blocks, as the same model. Then, you could make things like airships and such.

Now, to put my post in a more "organized" manner.

1. Civilians(act like switches, change appearance, select with Z)
2. Ranged enemies(shoot straight forward, perhaps an option for enemy solider?)
3. Inventory system.
4.key doors+keys.
5.foreground+background selection for "create block" button.
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Re: Last Legacy Suggestions

Postby Oranjui » July 18th, 2011, 9:43 am

Instead of just the active layer and the background, add a foreground layer and the ability to move the player between the three layers (using doors/triggers).


and
Enemies/Bosses!

  • First Tab:
    • Enemy or Boss?
      • Click box entitled "Enemy" for it to be an enemy
        • Below will be a box where you select which enemy sprite you will use
      • Click box entitled "Boss" for it to be a boss
        • Below will be a box where you select which boss sprite you will use
    • Resizing
      • A size slider will be there.
        • A box below it will be automatically unchecked at first, and it will say "Length/Width?"
          • If checked a second slider will appear below the first slider, and then you can change the length with the top and the width with the bottom. If you uncheck it after, the bar will automatically average it out and move there.
          • If left unchecked, both the length and width will change together on the size slider.
  • Second Tab:
    • HP / Attacks
      • No description (for now at least)
  • Third Tab:
    • Recoloring
      • There would be a little box in the top-right corner, showing a preview of how it looks, and a button near it titled "Reset" which would reset the colors back to the default
      • RGB Color sliders. 0 is default color, 100 is pure color, -100 is none of that color.
  • Fourth Tab:
    • Linking
      • No description

I would have more ideas right now, but I'm not feeling the greatest, so I can't think of much at the moment.
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