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Staredit Network -> UMS Showcase -> Empyrean Castle, A Screen-Scroll RPG: Beta
Report, edit, etc...Posted by Red2Blue on 2005-01-20 at 00:13:13
Pretty fun....

I personally like how the levels "save" their current status.

I went pretty far and found out that you can go all the way back to where you started.

Its mind boggling w00t.gif ...

I can only think of a few ways to make it such as that.

Eh... keep up the good work.
Report, edit, etc...Posted by PearS on 2005-01-20 at 00:15:48
What do you mean the levels save their states? And it's not totally mind boggling. Just a bunch of switches.
Report, edit, etc...Posted by Red2Blue on 2005-01-20 at 00:25:45
Fine, it wasn't mind boggling...

I was trying to give an outstanding comment so he would increase in pride for his map, allowing for him to feel stronger about is work, making him complete it with more quality.


I just never seen it done before okay?



They save their status meaning:

If you walk backwards, the locked doors remain unlocked.



I wonder, what if you had 2 players in the game, and they both walked to an exit at the same time... could a glitch occur?




Edit: Added more...
Report, edit, etc...Posted by MapUnprotector on 2005-01-20 at 00:48:53
QUOTE(Red2Blue @ Jan 20 2005, 01:25 AM)
I wonder, what if you had 2 players in the game, and they both walked to an exit at the same time... could a glitch occur?
Edit: Added more...
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Thats what I was wondering, what do you do in multiplayer? You cant have two screens at once.
Report, edit, etc...Posted by PearS on 2005-01-20 at 01:03:32
In multiplayer if one player goes to the exit, it yanks tham all along with him. This way one player can get through the last bound puzzle or whatever and all the players don't have to.
Report, edit, etc...Posted by Red2Blue on 2005-01-20 at 01:10:55
But both triggers activate at the same time.
Wouldn't this mean that the units would bring all units to one location and the other randomly and continue to proceed with the current triggers?

Meaning setting switches and giving the abilitiy to create units?

This can be fixed though...

Unless he already did it in his map (I was unable to view the triggers.) pinch.gif


Another potential glitch could be within the part where you could choose a new form.

What if a player brings one unit to a create a unit, and then a player moves to another screen?




As a note, the zealot is strong... very strong...

Report, edit, etc...Posted by MapUnprotector on 2005-01-20 at 01:12:30
QUOTE(Red2Blue @ Jan 20 2005, 02:10 AM)
But both triggers activate at the same time.
Wouldn't this mean that the units would bring all units to one location and the other randomly and continue to proceed with the current triggers?

Meaning setting switches and giving the abilitiy to create units?

This can be fixed though...

Unless he already did it in his map (I was unable to view the triggers.) pinch.gif
[right][snapback]128580[/snapback][/right]


Well triggers dont really activate at the same time do they? I thought they fire one after another in order.
Report, edit, etc...Posted by Red2Blue on 2005-01-20 at 01:16:40
Although that may be true...

The actions happen so quickly that it seems like they fire at once.
Report, edit, etc...Posted by chuiu on 2005-01-20 at 01:49:16
Only one trigger can run at a time. So it would go to the highest triggered room in the list.

ADDITION:
Oh yeah. You really gotta make some other obstacles other than the explosions. It really takes funn out of the map in my opinion.

You could make puzzles, or timed switches to force the players to coordinate in an effort to get to the next room. For example:

There are 3 switches in a room. And you must hit each one to open the door. Each switch will go off in 15 seconds however. So if there is only 1 player, he has at most 15 seconds to hit all 3 switches and get through.

There could be puzzles where you have to move certain pieces of the puzzle to certain parts of the room to let you activate a switch and open the door. You could even trigger an event to create opponents when the puzzle is complete.

You could have a random enemy with a key to the door. You could place keys in treasure chests and force players to get them before they can advance. (don't make everything about killing enemies)

There can traps also. Like you place some cloaked units and if a player walks near them then a trap is set. Like flying arrows, or spawning enemies, or reverting the room back to normal, or sending them back to a certain point in the castle. Run with it.

I hope you take some of these ideas into consideration.
Report, edit, etc...Posted by MapUnprotector on 2005-01-20 at 02:10:53
QUOTE(Chu @ Jan 20 2005, 02:49 AM)
Only one trigger can run at a time.  So it would go to the highest triggered room in the list.

ADDITION:
Oh yeah.  You really gotta make some other obstacles other than the explosions.  It really takes funn out of the map in my opinion.

You could make puzzles, or timed switches to force the players to coordinate in an effort to get to the next room.  For example:

There are 3 switches in a room.  And you must hit each one to open the door.  Each switch will go off in 15 seconds however.  So if there is only 1 player, he has at most 15 seconds to hit all 3 switches and get through.

There could be puzzles where you have to move certain pieces of the puzzle to certain parts of the room to let you activate a switch and open the door.  You could even trigger an event to create opponents when the puzzle is complete.

You could have a random enemy with a key to the door.  You could place keys in treasure chests and force players to get them before they can advance.  (don't make everything about killing enemies)

There can traps also.  Like you place some cloaked units and if a player walks near them then a trap is set.  Like flying arrows, or spawning enemies, or reverting the room back to normal, or sending them back to a certain point in the castle.  Run with it.

I hope you take some of these ideas into consideration.
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make zelda like puzzles, like moving blocks to make an entrance, bosses give keys, and switches that open/close doors and you need to use the right combination to have the certain doors open.
Report, edit, etc...Posted by PearS on 2005-01-20 at 02:17:39
A couple of the things you guys mentioned he has. Like, a boss gives you a key. and theres this beacon puzzle that is pretty fun. But ya, some of the other things you mentioned, Chu, sound super fun. And ya, please tone down the explosions a bit. Or at least don't have any at the end of the map. It would BLOW if you died from one of those after playing for an hour.
Report, edit, etc...Posted by chuiu on 2005-01-20 at 02:49:51
Oh, sorry if I posted anything already in the map. I haven't been able to play through it a lot.
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