Omnimaga
Calculator Community => Discontinued => Major Community Projects => Elimination => Topic started by: Hot_Dog on September 02, 2011, 07:12:07 pm
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I'm hoping to have 13 different worlds for Elimination to make the levels unique and creative. So far I have a few ideas, but I would love suggestions for more. Here's what I have so far:
Factory Setting (What you saw in the screenshots)
Meadow/Forest
Arctic
Desert
Beach / Grasslands
Caves
Space
Volcanic
City
I just need four more :D And please, don't joke around on this topic. Please be serious :)
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Lower deck of a battleship
In the upper parts of a very tall, spiraling tower
In an underwater battlestation
Jungle
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Texas Instrument's factory
In a jail
In mars O.o (you shoot martians)
In Vice City (GTA)
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Texass Instrument's factory (you kill ti workers)
And please, don't joke around on this topic. Please be serious :)
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I am being serious. (well I mean like by inside their factory like you see calculators)
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I am being serious. (well I mean like by inside their factory like you see calculators)
Okay, but I'm being serious when I say over my dead body. No offense meant :)
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I dont get what you mean.Are you saying that isnt possible?
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I dont get what you mean.Are you saying that isnt possible?
I'm saying I don't want to do a TI one because I don't want to have a lot of killing people, especially to make a pun of a live agency. (Most of my enemies are robots or animals, only some of the bosses are human) You had some other good ideas though
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How about an oceano/Kamino (Star Wars) type map? Like the one in Battlefront 2, you could have some platforms of varying height connected by bridges.
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I dont get what you mean.Are you saying that isnt possible?
I'm saying I don't want to do a TI one because I don't want to have a lot of killing people, especially to make a pun of a live agency. (Most of my enemies are robots or animals, only some of the bosses are human) You had some other good ideas though
Ok, I understand now.Thanks for verifying
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How about an oceano/Kamino (Star Wars) type map? Like the one in Battlefront 2, you could have some platforms of varying height connected by bridges.
Yes yes yes, gogogo++
Loved Kamino.
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I'm not sure but I don't believe his engine can support multiple height tiles :(
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How about an oceano/Kamino (Star Wars) type map? Like the one in Battlefront 2, you could have some platforms of varying height connected by bridges.
As much as I loved that idea, you have to think as small as Wolfenstein 3D. Elimination supports a background sky, but other than that the walls/tiles/etc. are built along the same limitations that Wolfenstein 3D had.
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How about a sewer level? It would be kinda blocky but whatever.
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Sewer and jail sounds great. the main character could get captured, escape the jail by killing guards, and get to a sewer hatch. Then he has to get out of the sewer.
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Sewer and jail sounds great. the main character could get captured, escape the jail by killing guards, and get to a sewer hatch. Then he has to get out of the sewer.
I like the jail idea, and indeed there is one jail scene so I could have 1 jail level. But the sewer, despite being a wonderful idea, would be too similar in appearence to the factory textures I have
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Escaping the jail is enough I guess.
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What about having it lead into a forest? Can the rendering engine handle variable-height walls like DOOM could? That'd be kind of cool, and have very different textures. If not.....Maybe have the Jail lead up into a big castle?
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What about having it lead into a forest? Can the rendering engine handle variable-height walls like DOOM could? That'd be kind of cool, and have very different textures. If not.....Maybe have the Jail lead up into a big castle?
I think I may do the sewer idea actually.
Also, there's no variable-height walls in the engine, as much as I wish there could be :(
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ok, sadfaceness.
How about a mine? That would have quite a different look from a cave or dungeon, since it would have both the roughness of rock and earth, and the manmade structures, like wall supports.
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A mine's not a bad idea.
I'm going to do an underwater world for sure.
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I think I MIGHT have a cool trick to make a "Kamino" world work. I'm not going to test it now, but if the trick for smaller walls works, I'll do the platform water world, as well as a "Cloud City" world. It will also make the space levels more fun :D
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maybe a destroyed city? or inside a damaged building (with stuff like cracks the walls, some hallways blocked by debris).
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I you have a water world, will you be able to use some sort of wave effect?
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I you have a water world, will you be able to use some sort of wave effect?
We'll see...it's a question of memory cost.
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If you have the screen content updated completely every frame, what I thought was something like in ROL4 (discontinued) which only involved offsetting some rows of the screen by 1 pixel to the right or left. However in ASM it might be harder, since it's not a multiple of 8 (xLIB did the dirty work for me)
(http://www.omnimaga.org/images/screenshots/rl4a.gif)
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Maybe the waves could be vertical? That might simplify matters.
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THat could work too I guess, although I wonder if it would look like water...
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Well, here's the deal. Skys take 1056 bytes of memory, and I thought that water would be similar. But I guess I could use tiles or something like that :D
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Oh I see O.O. I guess you could definitively just use some sort of small tilemap or even sprites.
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You mean a tiling sky background? And are you talking about having the water texture being offset by a pixel each frame to simulate waves?
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You mean a tiling sky background? And are you talking about having the water texture being offset by a pixel each frame to simulate waves?
The sky is not composed of tiles. It's a bitmap 264 pixels wide and 32 pixels high.
For the water and such I'm thinking something like animated tiles. The shimmering (by offseting pixels) isn't a bad idea, though.