Ambrosia Garden Archive
    • @silverwind, on Mar 28 2007, 03:39 PM, said in Project Multi Sketch:

      Only three days left on Edwards' area, and not a hint on what it might contain. ๐Ÿ˜› I'm guessing a fairly elaborate layout leading up to the Boss battle.

      It could be considered elaborate, but it isn't all that complex. It is rather different from any level I've see to date, though. The battle itself, on the other hand... I really, really hope that it works the way I have it planned... :ninja:
      (EDIT) It does work. MWAHAHAHAHA!

      Hmm... As for another "hint at what it contains", I warn you that I've been playing Sonic the Hedgehog recently, and it has definitely influenced my scenery and enemy design.

      Edwards

      This post has been edited by Edwards : 29 March 2007 - 12:34 AM

    • Edwards, that looks awesome! I assume that it's a very lethal super weapon that's probably shut down by the many switches (although one of them appears to be blue, so how to activate that one is beyond me) that I would guess move around the screen providing you with a deadly chase while avoiding the enemies fire? I'd expect no less from the creator of The Master Turret. ๐Ÿ˜„

      By the way, can't help noticing that the screenshot contains the Trinity Turbo Edition Ship Upgrade. I assume that this will not be included in the final version on the level?

    • @silverwind, on Mar 28 2007, 11:39 PM, said in Project Multi Sketch:

      Freq245, you are currently next in line on the participant list. Are you willing to take the file on April the 1'st if it's finished by then? Or would you like to be moved back on the participant list?

      Hm, I'd like to be moved back on the participant list, because I'm currently having some problems with my internet connection, or better, provider (german t-com, yay).

    • Silverwind said:

      By the way, can't help noticing that the screenshot contains the Trinity Turbo Edition Ship Upgrade. I assume that this will not be included in the final version on the level?

      The image caption should answer that:

      Edwards said:

      Note: The level-three ship is a debug feature

    • @---, on Mar 29 2007, 01:51 PM, said in Project Multi Sketch:

      The image caption should answer that:

      Ah, ok, I hadn't clicked on the picture and therefor didn't see it. Thanks Tridash.

      No problem Freq245, if you haven't any disagreements you can be moved to the back of the list. I guess that means Crono's next in line, which means I ask you the same question Crono. Are you willing to take the file on April the 1'st assuming all goes well?

    • April 1st. Heh. You should give him a sketchmap with some really annoying guidlines or something.

    • @silverwind, on Mar 29 2007, 01:47 AM, said in Project Multi Sketch:

      Edwards, that looks awesome! I assume that it's a very lethal super weapon that's probably shut down by the many switches (although one of them appears to be blue, so how to activate that one is beyond me) that I would guess move around the screen providing you with a deadly chase while avoiding the enemies fire?

      Not exactly, but thanks for giving me an idea for the other pre-boss arena...
      Thinks about it for a minute.
      Oooh, yes. That thing will be lethal. Perhaps even more lethal than the actual boss, but also much less interesting (although through no fault of its own).

      ----------
      Oh, and thank you very, very, very much for giving me a section with a mini boss. You will not regret it, although the other boss-makers may.

      Edwards

      This post has been edited by Edwards : 29 March 2007 - 03:34 PM

    • @edwards, on Mar 29 2007, 08:33 PM, said in Project Multi Sketch:

      Oooh, yes. That thing will be lethal. Perhaps even more lethal than the actual boss, but also much less interesting (although through no fault of its own).

      Choke! "That thing's not the Boss!?" contemplates the outcome - the sanity if you will - of stuffing so much gameplay and visual greatness into a single Sketchmap... "Whooaah!!!" :laugh:

    • Section 4 has been finished and sent to Silverwind. I look forward to seeing people's reactions to it...

      Edwards

    • @edwards, on Mar 30 2007, 10:47 PM, said in Project Multi Sketch:

      Section 4 has been finished and sent to Silverwind. I look forward to seeing people's reactions to it...

      Edwards

      So do I, hehehehahaha!!! :laugh:

      I'll post the ultimate fusion of game play a visual brilliance that is Area 4 as soon as I've tested the final version, but unfortunately that won't be until tomorrow as it's quite late and I'm up rather early.

      Wait until you guys see the effects. Mind... bending... effects...

    • 'tis torture to not have a Mac capable of running Sketchfighter...

    • Project Multi sketch Part II is now available for download.

      The only change I made to the file Edwards was the level description, as it leaned heavily on your area alone. (also I just edited the creator from "Various" to "Project Multi Sketch Team" to keep it matching, hope you don't mind) Enjoy this wonderful map with eye candy in every pixel folks!

      It appears Crono is busy in ย“the outside worldย” at the moment, because he hasnย’t replied with a confirmation of acceptance to the Project. This being so, Crono will be granted a time period of one day to accept the file, failure to do so will result in it being passed down to the next designer on the 2ย’nd of April. Thatย’s you Tridash, will you be able to accept the file? Or would you like to be moved down the list?

    • Note: The distribution allowances for Weapon Colours have changed.

      if anyone disagrees with the change, please say so.

      This post has been edited by Silverwind : 31 March 2007 - 06:10 PM

    • Holy awesome. Heh. Imagine me in a scene from Wayne's World--"I'm not worthy...I'm not worthy!"

      Spoiler

      The final boss has a lot of problems with completely missing the boss start trigger/health mine, but it is sooo worth it. I can see the Sonic influence, except for one thing--the airship in Sonic 2 was way easy, and this is ludicrously hard! I finally just skipped it altogether by flying hard right in the accelerator.

    • @silverwind, on Mar 31 2007, 01:41 PM, said in Project Multi Sketch:

      The only change I made to the file Edwards was the level description, as it leaned heavily on your area alone. (also I just edited the creator from "Various" to "Project Multi Sketch Team" to keep it matching, hope you don't mind)

      No problem- both of those were temporary measures after I accidentally wiped the metadata when SMMing the boss in.

      @cheleball, on Mar 31 2007, 04:30 PM, said in Project Multi Sketch:

      Holy awesome. Heh. Imagine me in a scene from Wayne's World--"I'm not worthy...I'm not worthy!"

      Thank you!

      @cheleball, on Mar 31 2007, 04:30 PM, said in Project Multi Sketch:

      Spoiler

      The final boss has a lot of problems with completely missing the boss start trigger/health mine, but it is sooo worth it.

      Spoiler

      Hmm? Were you using your engines while in the accelerator? That consistently allows me to jump past the entrance explosion on my system. If not, what are your system specs?
      Anyway, as long as you aren't hitting the health mine and missing the boss start trigger, it doesn't matter. It may be a good idea to make that trigger wider, though, just in case.

      @cheleball, on Mar 31 2007, 04:30 PM, said in Project Multi Sketch:

      Spoiler

      I can see the Sonic influence, except for one thing--the airship in Sonic 2 was way easy, and this is ludicrously hard! I finally just skipped it altogether by flying hard right in the accelerator.

      Spoiler

      And here I was thinking I might not have made it hard enough- I can consistently beat it before the half-way cloud bank. Have you ever survived long enough to get shoved into the propellers by the end-of battle force wall?

      Adding a bit more length to the accelerator's side wall would probably be a good idea, though- you're escaping right at the end, right?

      Edwards

    • It's easy enough to fix the problem of missing the start trigger, just take your hands off the keyboard when you enter the High Acceleration Zone.

      I thought the difficulty was fairly hard alright, but as I said to Edwards, there's always a save point backing you up at the tricky bits. I beat the airship on my eleventh attempt on my first go, but I can usually get it in five now. (I find that the trick is to stay at the front of the airship where the turrets can't get at you, and take out the tanks. Then, after deactivating the switches fly between the Skull Turret Pillar and the Normal Turret Pillar (which will shield you from most Turrets) and blast the Mini Boss into smithereens. Simple as cake! (well, not really... but I find it's the best strategy ๐Ÿ˜‰ )

      I'd love to examine the arena in the editor and see how it's put together, do you mind Edwards? (I don't usually look at maps in the editor, as it kinda breaks the illusion. All I do is check a few of the Sprites to make sure they have A4 in their names, and that nobody's used more then their assigned Extra 2 Links and that sort of thing. And always after I've played the map of course)

      This post has been edited by Silverwind : 01 April 2007 - 06:14 AM

    • I'll be able to accept the file if necessary.

    • Very well. If by April the 2'nd Crono hasn't accepted the file in a reply to this topic, you may begin your time period of two weeks.

      By the way, do you want to start a new file or continue with the current one?

    • I'd like to start a new file please.

    • No problem Tridash. ๐Ÿ™‚