Posted 12 April 2008 - 03:46 AM
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QUOTE (Hez.zip @ Apr 10 2008, 10:55 PM) [post="187834"]

So what's better? I'm trying to spice the level up.[/quote]
I wanted to find some example images from other games, google/my brain doesn't work that well at 4:00am. I was thinking styled more like this:
5min MSPaint
The background looks deeper into the glowing cave (why it's glowing I don't know). There would be scrolling stalactite in the foreground and background. Also, compared to your first one, the tiling would need to to be much more complex. I know that it's a cave and not a mine so you likely wouldn't want perfectly straight rails and platforms like Mystic Cave so I think terrain in Lava Reef would be a good example of how a cave should feel.
I'll try to make a better frankensprited of my example version a little later.
Posted 12 April 2008 - 11:40 AM
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You said that these levels were in and fully functioning. Are you thinking about adding any other levels, and if so, what design do you plan on them having? Also, I believe that Dusty Dunes was a level in Rollar Coaster Tycoon (it doen't really matter, I just thought it was funny that I remembered that).
Posted 12 April 2008 - 11:54 AM
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Malevolence, on Apr 12 2008, 11:40 AM, said:
You said that these levels were in and fully functioning. Are you thinking about adding any other levels, and if so, what design do you plan on them having? Also, I believe that Dusty Dunes was a level in Rollar Coaster Tycoon (it doen't really matter, I just thought it was funny that I remembered that).
Besides Music Mania, the only other level that might make an apearance is a Hill top based level.
Posted 12 April 2008 - 12:42 PM
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QUOTE (MK @ Apr 10 2008, 11:43 PM) [post="187846"]

This what you were looking for?
EDIT: Should the rings in the level counter stay the same, or should it subtract what you already have. Like if there is 300 rings total, when you have 10, it would read 290.
C&C of new HUD welcome lawl.
This post has been edited by Hez.zip: 12 April 2008 - 12:44 PM
Posted 12 April 2008 - 01:06 PM
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Hez.zip, on Apr 12 2008, 10:42 PM, said:
EDIT: Should the rings in the level counter stay the same, or should it subtract what you already have. Like if there is 300 rings total, when you have 10, it would read 290.
IMO it should stay the same - it seems kinda odd having it subtract, especially when the HUD is of the format 9 / 12 - it seems natural to read that as nine collected out of 12 total rather than nine collected, 12 left.
Posted 12 April 2008 - 01:20 PM
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Well what if you lose rings? Then you have no idea what's left =P
Posted 12 April 2008 - 02:03 PM
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Yeah, if you want to know how many rings are left you should subtract so you know what you are looking for, unless you want to memorize how many you had before you got hit and lost the rings, but you shouldn't have to worry about doing that.
Posted 12 April 2008 - 02:09 PM
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Have the "out of counter" set to: Number of "Ring" Object + "Ring counter'. This means that it does subtract but adds on the amount you have, so it still shows how many rings are in the object but after you get hit and rings disappear it changes because there may be some rings destroyed that you didn't manage to collect. If you understand what I mean.
Posted 12 April 2008 - 02:12 PM
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Maybe you could keep it a total until you get hit, then add some code that subtracts current rings from total rings, telling you the potential maximum of rings you could get, unless of course your implementing the idea in which you can pick up dropped rings, then maybe you could make the number flash or something, and subtract the number of Ring Objects that are removed via dissapearence rather than addition. Wouldn't that work?
EDIT: Jesus christ, two other people posted at the same time as me. What the hell?
This post has been edited by Sephiroth: 12 April 2008 - 02:13 PM
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