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Author Topic: GeoCore - (Formerly YAZP) -  (Read 3338 times) Bookmark and Share
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LincolnB
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« Reply #75 on: 29 March, 2012, 00:25:44 »
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uh...I don't really know. haha I guess I just love Zedd. In some later levels, tho, there are a few extra objects.
« Last Edit: 29 March, 2012, 00:26:03 by LincolnB » Logged

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« Reply #76 on: 31 March, 2012, 04:23:40 »
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Just a question, kind of off-topic, but:

When you make your levels, what are some good strategies you use to make the levels hard (as in having to do with the pixels that kill the player)? One strategy I noticed you used is you would put a column that the player has to jump over, and then you would put a spike at the bottom of the column so the player would only press the right/left button once they reach the very top of the column, because otherwise they would touch the spike and die.
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« Reply #77 on: 01 April, 2012, 00:37:17 »
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TBH my level design isn't anything special, I'm not very good at coming up with levels and that sort of thing. Mostly what I did is experiment with different combinations of tiles, seeing how that looked, how it would affect gameplay, and trying to implement that in a level. By the end of making 20 levels of this, I was running out of ideas like crazy, so I guess it's a good thing I only decided to make 20 levels. Cheesy
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« Reply #78 on: 01 April, 2012, 00:44:55 »
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So anything specific, like what I said before?

Because I want to design levels for my game, in my signature.
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« Reply #79 on: 03 April, 2012, 00:41:47 »
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I think it really all is game specific. For designing levels, experiment with WAAAY-to-oh-my-fetching-crap too hard, and pushover-boring-super easy. So for example, I designed some levels that were ridiculously easy, seriously easy enough that my four year old sister could solve them, and I also made some levels that were so insanely hard it took me, the creator of the level, about five minutes to beat it, after I had already beaten it several times.

Anyways, the best way to design levels is to experiment with different mechanics, and see how you can plug them into your game. Design it with one way for the player to get from start to finish, but having multiple ways to get from start to finish is not necessarily a bad thing.
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« Reply #80 on: 03 April, 2012, 01:06:33 »
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Sometimes I think designing levels is much harder than programming the game itself Undecided
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« Reply #81 on: 03 April, 2012, 01:42:29 »
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I find them not too hard to make when it comes to RPG maps, but for platformers with puzzles, balancing difficulty is ridiculously hard. Also sometimes it's fun to design levels, but we get bored after a while.

Anyway I need to try this soon. THis looks awesome. Smiley
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« Reply #82 on: 03 April, 2012, 22:55:49 »
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Sometimes I think designing levels is much harder than programming the game itself Undecided

Sometimes? I think that all the time. Cheesy

Anyways, I have the final build all ready, but not on my calculator...well, it might be. For some reason the latest build was/is broken, but there's a full build on one of my friend's calculators, but with small annoyances...I'm pretty sure it's on my calc, I'll try and push out a release really soon.

So you all know, this is my last major calculator project - I'm "moving on", as it were, to computer programming, maybe entering a contest here and there with an Axe game. The community hasn't seen the last of me, don't worry! Cheesy
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   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

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In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


squidgetx
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« Reply #83 on: 04 April, 2012, 01:31:21 »
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Looks really good so far, congrats. (Haven't had time to try it yet, but I'll let you know. Or I might just wait for the final release.....haha)
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« Reply #84 on: 04 April, 2012, 06:07:28 »
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Sorry to hear you're quitting making big projects for calcs Sad. Are you still gonna stay around and post about your future computer projects though?
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« Reply #85 on: 06 April, 2012, 03:18:20 »
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Yeah, don't worry I'll stick around. Final release is out as soon as I get around to it Cheesy
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Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


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« Reply #86 on: 06 April, 2012, 05:44:39 »
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Good to hear. Also I think this might get front page news
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« Reply #87 on: 06 July, 2012, 19:07:00 »
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Bump. I finally beat this game, (yeah it only took me a few months Tongue) and at the very end I got this:



What was it supposed to say?
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« Reply #88 on: 06 July, 2012, 19:12:24 »
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"THANKS FOR PARSERP"? Maybe he knew Big smile

Probably "playing," as in "playing the game."
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« Reply #89 on: 06 July, 2012, 19:14:10 »
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Probably "playing," as in "playing the game."
Ah, that would make sense.
* parserp lost
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ticalc.org | Cemetech | TI-Freakware | casiocalc.org

My New Website!
Spoiler for The Rest:



A useful tool
Spoiler for bands:
Five Finger Death Punch
Disturbed
Slipknot
Linkin Park
Avenged Sevenfold
Breaking Benjamin
Skillet
30 Seconds to Mars
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