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I'm thinking of making a title screen that has some effect actually relevant to the game--any ideas?Also ideas relating to options and tiles are appreciated
:.TIOSCREN:Full:[EE8AAEAAEA000000]→Pic1GM:[AEE8EEA8AE000000]:[EE88EE28EE000000]→Pic1SL:[8E888E88EE000000]:[EE848484E4000000]:[EAAAAAEA6E000000]→Pic1QT:[EE444444E4000000]:[EEAAAEA8E8000000]→Pic1OP:[EE4444444E000000]:[ECAAAAAAEA000000]:[E080E020E0000000]:ClrDraw:[FEFDFBF7EFDFBD7F]→Str1:Fix 5:0→θ→A→B:Repeat getKey(15):.T:ref(22,8,16,4:ref(28,12,4,12:.I:ref(40,8,16,4:ref(40,20,16,4:ref(46,12,4,8:.O:ref(58,8,16,4:ref(58,20,16,4:ref(58,12,4,8:ref(70,12,4,8::!If θ:StorePic:1→θ:End:!If B:If getKey(3) xor getKey(2):1→B:A+getKey(3)-getKey(2)→A:If A>>3:0→A:End:If A<<0:3→A:End:End:End:!If getKey(2)+getKey(3):0→B:End:If A:sub(MNU,0,0:End:If A-1:sub(MNU,1,0:End:If A-2:sub(MNU,2,0:End:If A-3:sub(MNU,3,0:End::.FIRE:For(F,L6+12,L6+372:.+756 IS NORMAL:{F} and {rand^8+Str1}→{F-12}:End::.RAIN:L6+756→F:While F-L6-384:.TAKE OUT THE +384 FOR WHOLE SCREEN RAINING:F-1→F:ReturnIf getKey(15):{F} and {rand^8+Str1}→{F+12}:End::sub(MNU,A,0:DrawInv:Normal:DispGraphr:Full:DrawInv:sub(MNU,A,1:End:Fix 4::Lbl MNU:!If r1:Pt-On(7,38,Pic1GM:Pt-On(15,38,8+Pic1GM:If r2:ref(7,38,16,5:rref(7,38,16,5:End:End:!If r1-1:Pt-On(30,38,Pic1SL:Pt-On(38,38,8+Pic1SL:Pt-On(46,38,16+Pic1SL:If r2:ref(30,38,24,5:rref(30,38,24,5:End:End:!If r1-2:Pt-On(60,38,Pic1OP:Pt-On(68,38,8+Pic1OP:Pt-On(76,38,16+Pic1OP:Pt-On(84,38,24+Pic1OP:If r2:ref(60,38,32,5:rref(60,38,32,5:End:End:!If r1-3:Pt-On(41,50,Pic1QT:Pt-On(49,50,8+Pic1QT:If r2:ref(41,50,16,5:rref(41,50,16,5:End:End:.Return
Okay, the ideas I have so far for levelsets are these:Consider it done:■ All stages go in the same appvar. ■ Player can switch between stages in-game by pressing [+] and [-] and same goes for editor ■ Pressing [◄]/[►] in the level select menu switches between selecting individual levels and levelsets.■ Atm the idea for max # of levels in a set is 20 (which is really more than anyone needs, but it can easily be changed)■ In the editor, it will be possible to import individual levels into the levelset■ Add stage, delete stage, etc. Will be tricky but I'll get it figured out■ Error messages in selecting: "Levelset does not exist" etc.■ Same as above for original levelsTentative:• Password detection• Some sort of compression• If I have the time and space under the 8811 limit it may also be possible to load a stage from a levelset to create an individual level• In-game transitions• Stats for bronze/silver/gold finishes (unlikely)• Random awards
I think you should keep the fire/water title screen; it's really, really epic. I get a chance to try this today. I'm sure it'll be epic. Edit: Yeah, this is epic. Where are the built in levels though?
Quote from: Darl181 on March 24, 2011, 11:54:51 pm[big list]If you do all that, PURE EPICNESS:
[big list]
Quote from: ztrumpet on March 25, 2011, 05:21:24 pmI think you should keep the fire/water title screen; it's really, really epic. I get a chance to try this today. I'm sure it'll be epic. Edit: Yeah, this is epic. Where are the built in levels though?Wow, record number of times "epic" used in one post? As for the levels, they're all external. There's one attached here (a simple demo, not made for playability but more for messing around with the tiles), another (actually game-like) here, and a hard one here. Have fun btw you can easily make your own levels using the editor Quote from: Scout on March 25, 2011, 06:09:08 pmQuote from: Darl181 on March 24, 2011, 11:54:51 pm[big list]If you do all that, PURE EPICNESS:I probably won't be able to add it all, but I should be able to do the entire "consider it done" list. Figured out how to structure the appvars so far, and I'm working on a subroutine to add/remove levels from a levelset.