Ambrosia Garden Archive
    • [level] Coloured Caves


      In the Hall of the Rainbow King - Current Version RC1

      Well, I've started a custom level mostly to test out the features of the level. Will have 7 or so areas (Red, Yellow, etc.) with mini-bosses of varying degrees of originality and difficulty, plus the Rainbow King (main boss) at the end.

      Seems mostly done now, (available here), please try it out and leave feedback if you want. If RC1's ok I'll release properly very soon.

      ---

      This post has been edited by --- : 15 February 2007 - 01:59 PM

    • I thought what you have so far is pretty good.I noticed two bugs, here they are

      1.One of the missles on the wall stays were it is.
      2. there is a yellow square behind the graph paper near the save zone.

      This post has been edited by Dogbert : 10 February 2007 - 04:40 PM

    • That's a good start on your map. Here's what I've spotted so far:

      The Bad Stuff:

      • There's a very narrow gap in your background just to the right of your starting location. To find these in the editor, I recommend setting the background color to black, in the Display->Background menu.

      • A missile launched in the Orange area when I flew along the southwest wall of the Brown Forest.

      • Sometimes, the missiles in the Orange zone vanish for a second while they're flying.

      • One of your missiles on the south wall of the Orange zone doesn't activate.

      • There's a stray yellow sprite hidden behind the background near the entrance to the Yellow zone that appears in front in-game.

      • The Triple-Turret tank in the Yellow zone managed to get outside of the walls during one run.

      • Did you intend to give the player the Red color and Beam gun at the start of the level?

      • Overall, the level seems extremely easy, but it may just be that I'm too good.

      The Good Stuff:

      • Overall, reasonable design. It would be nice to have a few branches in the path, or perhaps some loops back through earlier areas, but I'm not sure that would fit with the map's theme.

      • I really like those missiles.

      • The amount of interior stuff you put into the Brown Forest makes tha area look quite good. You may want to consider doing similar things in some of the other areas.

      Edwards

      This post has been edited by Edwards : 10 February 2007 - 05:12 PM

    • Thanks for the comments, it is really easy currently.

      It will definitely get quite a bit harder later on, and I might make some of the earlier bits more difficult as well.

      EDIT 1: I think I've fixed most of the problems. Bosses slightly harder, a small amount more interior stuff. I'll get a new version up once I've done a couple more colour zones.

      EDIT2: Green zone finished, I'll get the updated thing up later today.

      This post has been edited by --- : 11 February 2007 - 10:44 AM

    • Slighty updated version at same link as before. Here's a screenshot of the new boss.

      Attached File colourcaves.jpg (49.9K)
      Number of downloads: 23

    • Looking better. I like the addition of the blocks in the Orange and Yellow sections- it they seem much less boring now.

      Comments:

      • The switches inside the wall near the Green gun don't do anything, although they look like they should be controlling the doors.

      • The Green Boss is a complete push-over if you have any missiles.

      • Did you intend to have the rocks beyond the Green Boss turn intangible when the boss dies?

      • It seems that enemies with Extra1 values of 0 and -1 do not interact with walls. Therefore, the pushers and the triple-turret tank in the Yellow zone can pass through the walls. Try using Extra2 values to make them invincible instead- 7 seems to work, although it's undocumented. You could also make them only vulnerable to missiles.

      • The Green section looks very good, although the Wave gun makes it somewhat trivial to fly through.

      Edwards

    • @edwards, on Feb 11 2007, 08:11 PM, said in [level] Coloured Caves:

      Looking better. I like the addition of the blocks in the Orange and Yellow sections- it they seem much less boring now.

      Comments:

      • The switches inside the wall near the Green gun don't do anything, although they look like they should be controlling the doors.

      • The Green Boss is a complete push-over if you have any missiles.

      • Did you intend to have the rocks beyond the Green Boss turn intangible when the boss dies?

      • It seems that enemies with Extra1 values of 0 and -1 do not interact with walls. Therefore, the pushers and the triple-turret tank in the Yellow zone can pass through the walls. Try using Extra2 values to make them invincible instead- 7 seems to work, although it's undocumented. You could also make them only vulnerable to missiles.

      • The Green section looks very good, although the Wave gun makes it somewhat trivial to fly through.

      Edwards

      Thanks again.

      I've made the Green Boss only damageable by green weapons now, and fixed the yellow invincibles. I hadn't properly looked at the editor stuff + examples for switches before, but I've put the switches into action now. The rocks were meant to disappear when the boss died, but I did it the wrong way. I think that's fixed now.

    • Congratulations on this promising level, I hope the rest of it is as wonderfully creative as the present parts are 🙂 . It's good to have some more levels in the production while we're all waiting for GSN's Temple Of The Pen. Excellent work my lad! A fine level in many ways.

    • Updated version, now with the first blue zone. Second blue zone is still not complete, but it's there anyway.

      Here's a screenshot of the new area:

      Attached File newbit.jpg (26.54K)
      Number of downloads: 23

      EDIT: Second blue zone now complete. Just purple and endzone to go. I probably won't put up another version until I've done the endboss.

      This post has been edited by --- : 12 February 2007 - 03:41 PM

    • I'm sure there isn't, but is there anyway to make a trigger a child of a sprite (or something similar)?

      I suppose it could be simulated by a trigger with a mover script or something, but making a trigger an actual child stops it working (renaming it, etc.).

    • @---, on Feb 13 2007, 02:21 PM, said in [level] Coloured Caves:

      I'm sure there isn't, but is there anyway to make a trigger a child of a sprite (or something similar)?

      I suppose it could be simulated by a trigger with a mover script or something, but making a trigger an actual child stops it working (renaming it, etc.).

      I don't think there's a way to do so, mainly because only special sprite names tell the trigger to do something. If you just want to disable the trigger after killing something you can give the trigger the same Extra2 as the other sprite.

    • @freq245, on Feb 13 2007, 03:16 PM, said in [level] Coloured Caves:

      I don't think there's a way to do so, mainly because only special sprite names tell the trigger to do something. If you just want to disable the trigger after killing something you can give the trigger the same Extra2 as the other sprite.

      Ah, ok, thanks. I was hoping to have some drones that pulled you towards the centre, but I'll probably just have them stationary on the walls now.

      EDIT: I've now finished the purple zone. Depending on whether it works, I might actually upload this before finishing the main boss.

      This post has been edited by --- : 13 February 2007 - 01:13 PM

    • New version up at same link. Now with dark blue and purple zones.

      Includes two versions - normal start and light blue start (for if you've got to green and don't want to have to play it all over again). Feedback again welcome.

    • Very nice level so far. Although i noticed in the editor that there is still a "game start: in the begging of the level in the blue start version.

    • @---, on Feb 11 2007, 10:04 PM, said in [level] Coloured Caves:

      ...I've made the Green Boss only damageable by green weapons now...

      I'm afraid that's going to break in 1.0.1 (if the green boss is actually a boss, that is), as in order to provide support for saving in custom levels, bosses and minibosses can no longer have a sensitivity to only one weapon by Extra2 (if it is actually a boss and has such as Extra2, it will simply be ignored and be sensitive to all weapons in 1.0.1).

    • @zacha-pedro, on Feb 14 2007, 03:00 PM, said in [level] Coloured Caves:

      I'm afraid that's going to break in 1.0.1 (if the green boss is actually a boss, that is), as in order to provide support for saving in custom levels, bosses and minibosses can no longer have a sensitivity to only one weapon by Extra2 (if it is actually a boss and has such as Extra2, it will simply be ignored and be sensitive to all weapons in 1.0.1).

      No, he's not an actual boss (not called Boss/Boss2, etc.). Thanks for letting me know, though.

      EDIT: and here's the entrance to the final boss:-

      Attached File endzoneontheway.jpg (70.39K)
      Number of downloads: 17

      This post has been edited by --- : 14 February 2007 - 10:31 AM

    • You're welcome Mr... err.. TripleDash.

    • This isn't really relevant to this level, but is it possible/is there a chance of it being possible in the future to change the colour of the player's ship sprite?

    • @---, on Feb 14 2007, 05:11 PM, said in [level] Coloured Caves:

      This isn't really relevant to this level, but is it possible/is there a chance of it being possible in the future to change the colour of the player's ship sprite?

      It wasn't suggested yet, and because of the reload of the ship sprite after dying or upgrading to another one it's not possible with the current engine, but you could try adding that as a suggestion for 1.0.2, as soon as there's a thread for that.

    • Well, I've made the first attempt at the final boss. I'm not too happy with it currently, but I might put up a slightly improved verion of what I have so far to see what people think.

      I've done some minor editing of one of the spawnscripts (so it makes fighters), and I might end up using that in the boss room.