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Author Topic: Level Design -  (Read 2614 times) Bookmark and Share
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leafy
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« on: 26 January, 2011, 04:57:08 »
+1

I'm going to be posting some of my level concepts here, as well as some other ones drawn by my friends.

Levels by Phenomist:
Spoiler for Level set one:
Spoiler for What is this I don't even:
« Last Edit: 26 January, 2011, 22:41:34 by leafiness0 » Logged

In-progress: Blastlabs, TMJO, qb?, VVVVVV?
Finished: Tag, Tap, MFQT, Nyan
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« Reply #1 on: 26 January, 2011, 09:08:18 »
0

Nice so far. Make sure the early levels aren't too hard. It's best to make sure the difficulty gradually increase so we don't end up stuck at lv 3 then easily beat lv 8, 9, 10, etc.

Also do you know Phenomist in person? I noticed he joined Cheesy
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« Reply #2 on: 26 January, 2011, 09:29:43 »
0

Yep, I'm here. I'm a random guy at school who was recruited to draw maps. Since I think leafiness0 knows how to draw easy levels by himself, I provided relatively difficult maps Tongue

Once he announced that scrolling maps were possible, I sent him a really large map (probably around 120x160 tiles?) that would be Flash-game worthy. Too bad I misheard his 256x256 claim in tiles, instead of pixels.
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« Reply #3 on: 26 January, 2011, 09:47:51 »
0

Lol ok Big smile. Well good luck to both of you for the project. Do you program, by the way?
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« Reply #4 on: 26 January, 2011, 09:57:07 »
0

Yeah, but I don't really have nearly as much dedication as leafiness does, so obviously my games are going to be worse. I created a tower climber game where the strategy is to... button-mash. I'll attach it into a topic later, I guess. Currently I'm working on a fun 2-player mode, but first I have to learn grayscale, lol.
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« Reply #5 on: 26 January, 2011, 09:58:35 »
0

Ah I see. Yeah it takes quite a bit of dedication to code large games, plus some people are less interested in programming than others, so that happens. I hope you enjoy your stay around here by the way. Smiley
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« Reply #6 on: 26 January, 2011, 22:42:03 »
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Ok phenomist I uploaded your super massive level of intensity.
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« Reply #7 on: 27 January, 2011, 07:01:30 »
0

Spoiler for 50x51 tile to "madness level":

(Cut down a bit on the right due to space issues. Note that the far far right might not actually work, but can be easily fixed)

EDIT: Changed layout a bit, added spike direction, added wraparound house (@leafiness: you can delete that part if you want)

Spoiler for 50x51 tile to "madness level" v2.0:
« Last Edit: 28 January, 2011, 01:50:13 by phenomist » Logged

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« Reply #8 on: 29 January, 2011, 07:06:07 »
0

[question: when can I start attaching stuff?]

More smaller maps, on leafiness0's request:
Spoiler for A variety of maps:

I'd like comments on level quality, because I'm churning them out quite quickly.
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« Reply #9 on: 29 January, 2011, 08:12:39 »
0

I noticed that in the madness level you can reach the finish by going through less than half of the map. A suggestion to allow the player to go through the entire map would be to move lock 6 to the bottom center. Replace lock 5 with wall and key 5 with key 6. Then replace key 6 with key 4. Lastly move key seven to the upper right. Hope this helps. Good work btw, I can't wait to see scrolling screenshots. Grin

Spoiler for modified map:
« Last Edit: 29 January, 2011, 10:12:37 by z80man » Logged


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2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
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« Reply #10 on: 29 January, 2011, 08:37:06 »
0

Hm, actually I intended the gap between 7 and marked 6 to be a horiz-only gate, but it appears I lost a spike somewhere (4 squares left of key 7), lol.

Your way works too. Maybe they'll be two separate levels Tongue [Title: Deja Vu?]

However, leafiness0 hasn't implemented keys yet, so both level ideas are temporarily thrown out atm.
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« Reply #11 on: 29 January, 2011, 09:34:15 »
0

WOAH! THose levels look awesome! I didn't thought they would be so large. I like large levels like that. I hope they can be put in the game without too much hassle. I wonder if the scrolling would be hard to implement...
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« Reply #12 on: 29 January, 2011, 10:20:06 »
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@leafiness what is the size in memory of a tile token. I'm not sure if it would fit in your code, but half a byte for each tile might work. That would really help cut the amount of memory needed because if you use a byte for tile size the madness level would take 2550 bytes. With half a byte it is only 650 bytes.
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List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
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« Reply #13 on: 29 January, 2011, 10:21:56 »
0

I definitively think that half-bytes would be the best. It doesn't seem you use more than 16 tiles anyway. The only issue would probably be if you have smooth scrolling: it might be a bit slower if you redraw the entire map every frame.
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« Reply #14 on: 29 January, 2011, 10:28:20 »
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On a secret project I'm working on now. The map data is stored as half a byte. But when you load a map to play it is uncompressed to a byte allowing it to be updated faster. I do this also because in game play each tile has far more than 16 possibilities.
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List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)
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