Ambrosia Garden Archive
    • @gray-shirt-ninja, on Feb 15 2007, 11:59 PM, said in One Page to Rule Them All:

      Beaten in 33 seconds. It was okay. I found the bosses to be extremely creative. I'd like to see what the first one is like when it works properly.

      I could not get him to work right. Any help? I'll be back after school!

    • My first entry's not too long/exciting, but here it is anyway.

      Just a boss really:-

      Attached File OnePageClouds.zip (5.23K)
      Number of downloads: 8

      This post has been edited by --- : 17 February 2007 - 07:44 AM

    • @---, on Feb 16 2007, 12:33 PM, said in One Page to Rule Them All:

      My first entry's not too long/exciting, but here it is anyway.

      Just a boss really:-

      Attachment OnePageClouds.zip

      Ooo... I like that! Nothing hugely new, but I like the use of color, and the sprites to make clouds. I like that a lot! If it were me, I might try to shoot for a more baby blue color, rather than turquoise, but that is just a matter of taste 🙂

      xander

    • @shishkabibal, on Feb 16 2007, 05:29 AM, said in One Page to Rule Them All:

      I could not get him to work right. Any help? I'll be back after school!

      Change the Solid Type of the four guns to Enemy rather than Solid, so that their shots can pass through. Also, I hereby rescind my previous statement about your level being impossible. I just tested it without any programs running to slow down my framerate, and it is still possible to get through the force fields. However, not having what appear to be boss doors open after the bosses die, and forcing the player to fly through them while they're closed, completely destroys the illusion of their actually being boss doors. Perhaps you could remove the "door" sprites and turn them into normal-looking force fields? Just set the door frames to the Ice color and give them the Light Pulse AI, and you'll suddenly be using normal tricks.

      @---: Very nice little level. Changing it to a lighter blue color would help the illusion of "clouds", and I'd change the color of the paper edges as well, but other than that, it's great! The open feel is something I really like in OnePage levels (as you all will see shortly), and the ammunition limit is a wonderful touch.

      Edwards

    • @---, on Feb 16 2007, 12:33 PM, said in One Page to Rule Them All:

      My first entry's not too long/exciting, but here it is anyway.

      Just a boss really:-

      Attachment OnePageClouds.zip

      Another great idea there! 🙂

      One issue - that isn't a problem with your map, but with SFA (although you might be able to work round it by rounding the corners a bit):

      The boss does its usual trick of getting itself stuck in a corner. Just sits there and wiggles his backside at me unable to turn round...

      In this case, it happened as soon as he took his first shot at me, so I simply missile'd his rear end off... 10 secs 😛

      This post has been edited by Crono : 16 February 2007 - 03:49 PM

    • @crono, on Feb 16 2007, 02:53 PM, said in One Page to Rule Them All:

      10 secs 😛

      7 for me.

    • @dogbert, on Feb 16 2007, 08:38 PM, said in One Page to Rule Them All:

      7 for me.

      well, 10 secs was a first go :huh:

      second attempt in 3 secs 😉

    • @crono, on Feb 16 2007, 03:51 PM, said in One Page to Rule Them All:

      second attempt in 3 secs 😉

      WOW! good work! Just tried and got 4

      EDIT:just tried again and got 2 seconds. If you don't believe me i'll try and post a screen shot

      This post has been edited by Dogbert : 16 February 2007 - 03:57 PM

    • One second.

      It's still a fun little map, and it would be interesting to see a larger version.

      Edwards

    • Well, I was aiming mostly for the "green blackboard" colour - e.g., http://www.sxc.hu/pic/m/a/au/automatic/469..._blackboard.jpg.

      I might save that for the bigger level though, and make the one-page level on a better sky blue colour.

      I'll fix the edges to the paper as well, thanks.

      Do you think increasing the health of the boss slightly (to prevent one-hit kills) would help?

    • I loved the blackboard effect. The only way to improve it would be to change the SketchFighter to white.

    • @---, on Feb 16 2007, 02:16 PM, said in One Page to Rule Them All:

      Well, I was aiming mostly for the "green blackboard" colour - e.g., http://www.sxc.hu/pic/m/a/au/automatic/469..._blackboard.jpg.

      The green chalkboards I've seen have all been a much more "pure" green. If you're trying to get that effect, I'd add a fake-wood border as well, probably using light brown tinted paper with a darker brown (and very stretched) Super Door on top. Of course, at this point it no longer looks like a sheet of paper, so I think I'd only do it for a non-contest level.

      @---, on Feb 16 2007, 02:16 PM, said in One Page to Rule Them All:

      Do you think increasing the health of the boss slightly (to prevent one-hit kills) would help?

      Probably not- I actually hit three times in my one-second runs. The reason the screenshot shows only a single missile used is that when the boss blew up, it dropped two missile recharges on top of me.

      Edwards

    • @edwards, on Feb 16 2007, 12:06 PM, said in One Page to Rule Them All:

      Change the Solid Type of the four guns to Enemy rather than Solid, so that their shots can pass through. Also, I hereby rescind my previous statement about your level being impossible. I just tested it without any programs running to slow down my framerate, and it is still possible to get through the force fields. However, not having what appear to be boss doors open after the bosses die, and forcing the player to fly through them while they're closed, completely destroys the illusion of their actually being boss doors. Perhaps you could remove the "door" sprites and turn them into normal-looking force fields? Just set the door frames to the Ice color and give them the Light Pulse AI, and you'll suddenly be using normal tricks.

      Edwards

      0. I Can't Even Beat The Level!!! (Pretty Challenging Eh??)
      1. I changed the guns to "Solid" and all the guns became their own enemies, so I changed it to "Non-Solid" and the guns go through the walls, so I change them to "Player" and the walls die after one touch to the walls, so I changed them to "Pickup" and the guns go through the walls. See the pattern? Any help?
      2. I think I know how to rig the doors to open and close.

    • @shishkabibal, on Feb 16 2007, 04:16 PM, said in One Page to Rule Them All:

      0. I Can't Even Beat The Level!!! (Pretty Challenging Eh??)

      In that case you should not have released it. It's not against any rules, but it's generally a very bad idea to release a level unless either yourself or a beta tester has actually managed to beat it. If you're bad at playing the game, than you should try to attract a good player as a tester, otherwise you'll be limited to making maps that are within your own skill level.

      @shishkabibal, on Feb 16 2007, 04:16 PM, said in One Page to Rule Them All:

      1. I changed the guns to "Solid" and all the guns became their own enemies, so I changed it to "Non-Solid" and the guns go through the walls, so I change them to "Player" and the walls die after one touch to the walls, so I changed them to "Pickup" and the guns go through the walls. See the pattern? Any help?

      Yes, I see the pattern. That is the correct behavior.
      First, there is no collision handling between child sprites and walls for movements of the parent sprite. That is, if you have a child sprite that sticks way out from its parent, the parent is free to move around until it itself hits a wall. The child can go straight through.
      Second, as I said in my post, you should make all guns type Enemy, which I noticed was left out of that list, so that 1) they will not shoot themselves, and 2) the player will not be able to shoot through them.
      Third, I think you're talking about the third boss, the one with six turrets, not the first, with four giant cannons.

      @shishkabibal, on Feb 16 2007, 04:16 PM, said in One Page to Rule Them All:

      2. I think I know how to rig the doors to open and close.

      Good. Does it involve Extra2 values? If not, take another look at either PiSketch's or Silverwind's demo levels.

      Edwards

    • Ok, I've changed the background to a suitable blue paper colour, and I'll use the blackboard effect for the bigger level (which I hope to use custom graphics or something with to achieve a white sketchfighter). I've updated the attachment.

      If it seems worse now, I can always change it back to the blackboard effect.

      Otherwise, the level is unchanged.

    • I just finished my map...

      here it is:Attached File OnePage_BOOTCAMP.SketchMap.zip (5K)
      Number of downloads: 11

      hope you like it!

    • @edwards, on Feb 16 2007, 10:49 PM, said in One Page to Rule Them All:

      In that case you should not have released it. It's not against any rules, but it's generally a very bad idea to release a level unless either yourself or a beta tester has actually managed to beat it. If you're bad at playing the game, than you should try to attract a good player as a tester, otherwise you'll be limited to making maps that are within your own skill level.

      Yes, I see the pattern. That is the correct behavior.
      First, there is no collision handling between child sprites and walls for movements of the parent sprite. That is, if you have a child sprite that sticks way out from its parent, the parent is free to move around until it itself hits a wall. The child can go straight through.
      Second, as I said in my post, you should make all guns type Enemy, which I noticed was left out of that list, so that 1) they will not shoot themselves, and 2) the player will not be able to shoot through them.
      Third, I think you're talking about the third boss, the one with six turrets, not the first, with four giant cannons.

      Good. Does it involve Extra2 values? If not, take another look at either PiSketch's or Silverwind's demo levels.

      Edwards

      1. I released it, even thought I can't beat it because I always get to right before the last 2 color doors and thought people would enjoy the challenge
      2. When it is changed to enemy they all "Spring To Life" and become separate enemies
      3. I am going to use one of their open close doors, mine doesn't work.

    • @d-attack, on Feb 17 2007, 02:08 PM, said in One Page to Rule Them All:

      I just finished my map...

      here it is:Attachment OnePage_...ketchMap.zip

      hope you like it!

      I liked it, just a couple of comments:
      Perhaps you should make the turret on top of the boss indestructible? Once that's dead the boss can't do anything offensive.
      EDIT: I had a look at the map in the editor, and three of the turrets are indestructible, but they're nonsolid and so don't seem to target the player. Only the turret that takes damage can shoot currently.

      Also, if you moved the lava rocks around the pool to Layer 6, they'd be drawn on top of the water and it would look better I think. You could perhaps do the same for the walls with the water on top of them.

      This post has been edited by --- : 17 February 2007 - 09:46 AM

    • I changed the doors to force fields and gave doors 1 and 2 stronger pull.

      Another Bug: Bosses 1 and 3 do not respect walls. Any tips??

      Attached File(s)

    • As Edwards said, "there is no collision handling between child sprites and walls for movements of the parent sprite." Only the centres of bosses 1 and 3 will respect walls - the attached stuff won't.

      You could make the parent sprite in layer 10 (i.e., invisible) and scale it up to the size of the whole boss. You'd have to add the centre drone sprite again as a child sprite, though.