Interested in Helping Designing Stages for Megaman Unlimited's Endless Attack?
March 5, 2014 at 2:20 pm #3052March 6, 2014 at 5:44 am #3054March 6, 2014 at 5:33 pm #3061
Here’s an example of how Phil wants the submissions laid out, guys. This is my first room thats been added to Endless. I’m gonna be making a tutorial thread soon, so you guys know precisely how to replicate this.March 8, 2014 at 1:51 am #3066
When I first saw this, I was like “OMG OMG I’ve got to hurry before they’re all taken!!!”.
Unfortunately, I was pretty busy in real life, so it’s just now, with this terrible delay, that I can present you with my entry :)
Here it is:
“It’s raining coins. Why am I not happy.”
Being a “4 screens horizontally + 2 screens going up”, it utilizes one of my favourite enemies in the game, the Ripurakon (I simply have a thing for Leprechauns, they’re so funny). In my opinion, it was a bit underused in the game, so I have thought of a few more gimmicky moments with him.
The level also combines him with the glue floor, a very nice gimmick in my opinion.
I’m fiddling with a MegaMan fangame myself, so I know a bit of this and that about level design. I was also able to test it with my engine, with slowing floor instead of glue floor and juggling clowns instead of Ripurakons, and I think it turned out pretty nice.
The tileset for this stage should be something green with a clover motif for best effect :)
Feel free to ask me if there are any issues with f.eg. the difficulty or balancing. You don’t have to use this stage if you don’t feel like it, because there’s more where that came from!March 8, 2014 at 6:01 am #3067
I like it, its nicely balanced! With a cool difficulty curve to it. Can’t wait to try it out. I’m sure if Phil approves he’ll do a fine tileset too. Sounds like an easy one to sprite with what you have in mind.March 9, 2014 at 11:00 pm #3068
Here’s mine. It’s of the “6 screens down” variety:
I felt like it’d be interesting to combine the nail shooting enemies with the yo-yo platforms with some trinitro platforms and sparks for good measure. Basically testing the player’s accuracy with making precision shots while constantly jumping on the yo-yo platforms.March 10, 2014 at 5:55 am #3069
@ RedBlupi – Good stuff man, good stuff. Looks like I’ve got my work cut out for me. ^_^
I might make some changes as I put the enemies in and test them (Things are never as simple as we expect them to be) but I like the idea! As soon as I get some time, I’ll try to add this one.
(By the way, awesome avatar! :))
@ TheSkipper1995 – I don’t have permission to see your picture. Maybe you can set the privacy setting to “anyone with the link can see it”?
Thanks a lot for your help! ^_^March 10, 2014 at 6:08 am #3072
What program do you use to draw levels?
March 10, 2014 at 6:19 am #3074March 10, 2014 at 7:48 am #3076
- This reply was modified 3 years ago by Splash.
P.S. I hope that nickname changing won’t confuse anyone (I changed it to Splash so those, who know me from Rockman PM would recognize me)March 10, 2014 at 9:03 am #3079
Oops! Sorry about that! Let’s try this again, shall we?
And if THAT doesn’t work for whatever reason, you can use this link as well:
http://imgur.com/v7hRlJ4March 10, 2014 at 2:52 pm #3080
First part was inspired by last room in Nitro Man stage, however, there is a little twist – illusion robot that will mess up with crossing those gaps.
Second part may be easy for those, who will destroy Flashers, but challenging for speed-runers. Still, I think, that enemy placement can be tweaked a little bit so that enemies would be more challenging.March 11, 2014 at 10:11 am #3081
Here’s what your section looks like now.
I have yet to place enemies or anything so the layout might change but you can still see what it looks like. ^_^March 12, 2014 at 4:22 am #3082March 16, 2014 at 11:24 am #3083
Some new scheme I did it badly drawn,
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