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Omnimaga
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Graviter
(Moderator:
leafy
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Level Design
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Topic: Level Design (Read 21180 times)
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leafy
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31337 u53r (Next: 2000)
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Seizon senryakuuuu!
Level Design
«
on:
January 25, 2011, 09:57:08 pm »
I'm going to be posting some of my level concepts here, as well as some other ones drawn by my friends.
Levels by Phenomist:
Spoiler
For
Level set one
:
Spoiler
For
What is this I don't even
:
«
Last Edit: January 26, 2011, 03:41:34 pm by leafiness0
»
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In-progress: Graviter (...)
DJ Omnimaga
Clacualters are teh gr33t
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Posts: 55943
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CodeWalrus founder & retired Omnimaga founder
Re: Level Design
«
Reply #1 on:
January 26, 2011, 02:08:18 am »
Nice so far. Make sure the early levels aren't too hard. It's best to make sure the difficulty gradually increase so we don't end up stuck at lv 3 then easily beat lv 8, 9, 10, etc.
Also do you know Phenomist in person? I noticed he joined
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phenomist
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Re: Level Design
«
Reply #2 on:
January 26, 2011, 02:29:43 am »
Yep, I'm here. I'm a random guy at school who was recruited to draw maps. Since I think leafiness0 knows how to draw easy levels by himself, I provided relatively difficult maps
Once he announced that scrolling maps were possible, I sent him a really large map (probably around 120x160 tiles?) that would be Flash-game worthy. Too bad I misheard his 256x256 claim in tiles, instead of pixels.
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Level Designer for Graviter
[Disclaimer: I can't program for my life.]
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
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CodeWalrus founder & retired Omnimaga founder
Re: Level Design
«
Reply #3 on:
January 26, 2011, 02:47:51 am »
Lol ok
. Well good luck to both of you for the project. Do you program, by the way?
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phenomist
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Re: Level Design
«
Reply #4 on:
January 26, 2011, 02:57:07 am »
Yeah, but I don't really have nearly as much dedication as leafiness does, so obviously my games are going to be worse. I created a tower climber game where the strategy is to... button-mash. I'll attach it into a topic later, I guess. Currently I'm working on a fun 2-player mode, but first I have to learn grayscale, lol.
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Level Designer for Graviter
[Disclaimer: I can't program for my life.]
DJ Omnimaga
Clacualters are teh gr33t
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Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Level Design
«
Reply #5 on:
January 26, 2011, 02:58:35 am »
Ah I see. Yeah it takes quite a bit of dedication to code large games, plus some people are less interested in programming than others, so that happens. I hope you enjoy your stay around here by the way.
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leafy
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Posts: 1554
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Seizon senryakuuuu!
Re: Level Design
«
Reply #6 on:
January 26, 2011, 03:42:03 pm »
Ok phenomist I uploaded your super massive level of intensity.
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phenomist
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Re: Level Design
«
Reply #7 on:
January 27, 2011, 12:01:30 am »
Spoiler
For
50x51 tile to "madness level"
:
(Cut down a bit on the right due to space issues. Note that the far far right might not actually work, but can be easily fixed)
EDIT: Changed layout a bit, added spike direction, added wraparound house (@leafiness: you can delete that part if you want)
Spoiler
For
50x51 tile to "madness level" v2.0
:
«
Last Edit: January 27, 2011, 06:50:13 pm by phenomist
»
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Level Designer for Graviter
[Disclaimer: I can't program for my life.]
phenomist
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Re: Level Design
«
Reply #8 on:
January 29, 2011, 12:06:07 am »
[question: when can I start attaching stuff?]
More smaller maps, on leafiness0's request:
Spoiler
For
A variety of maps
:
I'd like comments on level quality, because I'm churning them out quite quickly.
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Level Designer for Graviter
[Disclaimer: I can't program for my life.]
z80man
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Re: Level Design
«
Reply #9 on:
January 29, 2011, 01:12:39 am »
I noticed that in the madness level you can reach the finish by going through less than half of the map. A suggestion to allow the player to go through the entire map would be to move lock 6 to the bottom center. Replace lock 5 with wall and key 5 with key 6. Then replace key 6 with key 4. Lastly move key seven to the upper right. Hope this helps. Good work btw, I can't wait to see scrolling screenshots.
Spoiler
For
modified map
:
«
Last Edit: January 29, 2011, 03:12:37 am by z80man
»
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List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)
phenomist
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Re: Level Design
«
Reply #10 on:
January 29, 2011, 01:37:06 am »
Hm, actually I intended the gap between 7 and marked 6 to be a horiz-only gate, but it appears I lost a spike somewhere (4 squares left of key 7), lol.
Your way works too. Maybe they'll be two separate levels
[Title: Deja Vu?]
However, leafiness0 hasn't implemented keys yet, so both level ideas are temporarily thrown out atm.
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Level Designer for Graviter
[Disclaimer: I can't program for my life.]
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
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CodeWalrus founder & retired Omnimaga founder
Re: Level Design
«
Reply #11 on:
January 29, 2011, 02:34:15 am »
WOAH! THose levels look awesome! I didn't thought they would be so large. I like large levels like that. I hope they can be put in the game without too much hassle. I wonder if the scrolling would be hard to implement...
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z80man
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Re: Level Design
«
Reply #12 on:
January 29, 2011, 03:20:06 am »
@leafiness what is the size in memory of a tile token. I'm not sure if it would fit in your code, but half a byte for each tile might work. That would really help cut the amount of memory needed because if you use a byte for tile size the madness level would take 2550 bytes. With half a byte it is only 650 bytes.
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List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Level Design
«
Reply #13 on:
January 29, 2011, 03:21:56 am »
I definitively think that half-bytes would be the best. It doesn't seem you use more than 16 tiles anyway. The only issue would probably be if you have smooth scrolling: it might be a bit slower if you redraw the entire map every frame.
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z80man
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Posts: 977
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Re: Level Design
«
Reply #14 on:
January 29, 2011, 03:28:20 am »
On a secret project I'm working on now. The map data is stored as half a byte. But when you load a map to play it is uncompressed to a byte allowing it to be updated faster. I do this also because in game play each tile has far more than 16 possibilities.
Logged
List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)
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Omnimaga
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Graviter
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leafy
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Level Design