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Interested in Helping Designing Stages for Megaman Unlimited's Endless Attack?

Home Forums Megaman Unlimited Forum Game Discussions Interested in Helping Designing Stages for Megaman Unlimited's Endless Attack?

This topic contains 71 replies, has 15 voices, and was last updated by df. df. 2 years, 11 months ago.

Viewing 15 posts - 46 through 60 (of 72 total)
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  • #3111
    doicm
    doicm
    Participant

    I’m still really confused by what you mean.

    “The white areas are not used. The areas with black and other colors are the remaining levels to design.”

    “I still think we could use it in the 2-Horizontal + 4 vertical sections. What do you think?”

    I still can’t read the map, so I still don’t understand what sections are available to use. I was looking at a black section for so long and working off of that, but I just realized that that is not available.

    I am going to design a section that starts off with two sections horizontally going from left to right. It is then going to go up vertically 4 sections. I think I’m going to get it to end correctly, but I may be wrong. I will let you correct me however you want. I will post the design here afterwards.

    #3112

    MegaPhilX
    Keymaster

    Is the picture buggy on your end? What does it look like?

    #3113
    doicm
    doicm
    Participant

    http://tinypic.com/r/2qvtqac/8

    It probably looks normal. I just can’t understand what it is supposed to mean.

    #3114

    MegaPhilX
    Keymaster

    Yeah. It looks normal.
    The areas with black and other colors are placeholder levels. (Their borders are in red.)
    They contain just a flat floor with simple ladders. Just to be able to play through them to see if they work.
    Those are the sections that need to be replaced with level designs of our own.
    They have different colors so we can tell them apart when playing them. (I made them that way to test out my code randomizing the areas and to test the teleporters.)
    The white all around all of this is not used.
    The plain blue is sections that are designed. (I hide them to avoid spoiling them)
    Hope that makes sense. ^_^

    • This reply was modified 3 years, 3 months ago by  MegaPhilX.
    #3116
    doicm
    doicm
    Participant

    One more question.

    You mention the red borders. What about the other black placeholders that have other borders, like the green, tan, dark green, white borders? Right now, the design I’m hoping to work off of are the black placeholders with the white-ish borders towards the bottom. That would be ideal for the design I’m working on. Let me know.

    #3117
    anson cheng
    anson cheng
    Participant
    #3118

    MegaPhilX
    Keymaster

    @ doicm – When I’m talking about red borders I mean the 2-pixels-wide red line around the levels.
    @ anson cheng – That’s a single screen. That’s not enough to make an entire section…

    #3119
    anson cheng
    anson cheng
    Participant

    @MegaPhilX I can update for you soon.
    I can draw the endless mode of conception?

    #3120
    doicm
    doicm
    Participant

    I’m still confused. Regardless, I finished my concept. If this isn’t allowed, I still hope that you can work some sort of concept off of this into the endless design.

    http://i.imgur.com/zzKMYdb.png

    #3121
    anson cheng
    anson cheng
    Participant
    #3125

    MegaPhilX
    Keymaster

    @ doicm – Hmmm I think there are some cool things in your design. However, we should avoid immediately putting Megaman in danger as soon as he enters the area. I mean it’s okay in a normal level because you can try it over and over again but for endless, it’s a bit too difficult. Also, I’m not sure if the death beams will work properly in a scrolling area. The middle screen of your vertical section has some passages that are too narrow and won’t fit inside a screen. You should use 16×16 tiles as a model.
    While I’d prefer to avoid using death beams in endless attack, I like the idea of combining them with reverse gravity. I’ll see what I can do.

    @ anson cheng – Your idea doesn’t follow the guidelines for the layout of the area. Please follow one of the following models:
    https://drive.google.com/file/d/0B8K9M5TgAAjgTHZzckpNSF9vQU0/edit?usp=sharing
    https://drive.google.com/file/d/0B8K9M5TgAAjgcUFUaFhRSjg4N2c/edit?usp=sharing
    https://drive.google.com/file/d/0B8K9M5TgAAjgSmxrY0hkeWFleDA/edit?usp=sharing
    https://drive.google.com/file/d/0B8K9M5TgAAjgQ1E3dVhsY09sZ3M/edit?usp=sharing
    https://drive.google.com/file/d/0B8K9M5TgAAjgbW9KOXNpN3hKUWM/edit?usp=sharing
    https://drive.google.com/file/d/0B8K9M5TgAAjgZkpteW9TakNYSVU/edit?usp=sharing
    https://drive.google.com/file/d/0B8K9M5TgAAjgaXJnTGVjel9rYWc/edit?usp=sharing

    • This reply was modified 3 years, 3 months ago by  MegaPhilX.
    • This reply was modified 3 years, 3 months ago by  MegaPhilX.
    #3128
    doicm
    doicm
    Participant

    I understand what you mean about immediately exposing Mega Man to danger, especially in an endless stage design. I really appreciate that you are at least considering applying the design idea to the endless stage, so thank you for that! I look forward to whatever bits and pieces are implemented, even if what I made there isn’t implemented altogether.

    I feel a bit more confident now in seeing what other pieces I might have to offer, so I might look over the next couple of weeks and see what else I can offer with what other gimmicks I can add. Thanks for the added motivation, MegaPhilX!

    #3129
    JomasterII
    JomasterII
    Participant

    I guess I could help, I’m making my own Mega Man style game, so I’m no stranger to level design. What are the tiles for the level?

    #3130
    PoisonedElite
    PoisonedElite
    Participant

    I’m hoping that I can use Yoku Blocks.

    #3145

    MegaPhilX
    Keymaster

    @ Jomasterll
    No need to use a tileset. you can just make a basic layout of the collisions along with enemy positions and I’ll take care of the graphics.

    @ PoisonedElite
    You can. Just keep in mind their position and timing might differ when I implement them.

Viewing 15 posts - 46 through 60 (of 72 total)

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