Screenies below:
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Rush 5460
- ElectroYoshi
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Rush 5460
Rush 5460 is race level I created. It's set in space on a group of spaceships that are at war with each other, and you have to stay in one piece long enough to reach the end.
Screenies below:
Check it out on the play browser!
Screenies below:
Spoiler
I need a shot again, that sweet adrenaline.
- Phantomboy
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- ElectroYoshi
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Those sections (And really, everything in the screenshot can be described the same way) are basically just platforming/dodging sections.Phantomboy wrote:What happens in the gap outside the room in which the Owl Traps are? I see something there, but I can't quite make out what it is
This is just the very beginning of the level. I plan on making it much more interesting as time moves on.
I need a shot again, that sweet adrenaline.
- Phantomboy
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- ElectroYoshi
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- TheLastLink
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- Phantomboy
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For me, especially in games like Kirby, where you are intended to be rushing, say the racing levels. The smaller more dense areas caused a much higher stress level. Also, given the mechanics, in many ways the sonic games are essentially a race set in an obstacle course. The mechanics possessed the capability to move quickly, yet the gameplay had elements of puzzle and precise jumps. So, I think it can be done.
I actually kind of like how each challenge seems to be, at least somewhat, broken up into these smaller rooms. It feels like a factory, or like an industrial place where like things actually happen. I really look forward to this platform/obstacle take on the Atmosphir racing levels, as I think very often they end up just being a large flat area with jumps and power-ups. Nice work on building on top of that
I actually kind of like how each challenge seems to be, at least somewhat, broken up into these smaller rooms. It feels like a factory, or like an industrial place where like things actually happen. I really look forward to this platform/obstacle take on the Atmosphir racing levels, as I think very often they end up just being a large flat area with jumps and power-ups. Nice work on building on top of that
- Baufritz
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- ElectroYoshi
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- Phantomboy
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- ElectroYoshi
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- Phantomboy
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- ElectroYoshi
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Phantomboy wrote:That is really neat You mentioned anti-gravity, how are you setting up the gravity fields between the inside of the smoke stack and the outer ring? Do the detection areas not conflict?
They're in two completely different areas. The stuff from the bottom screenshot isn't located inside the cannon seen there. It's in a different area offscreen.
I need a shot again, that sweet adrenaline.
- Phantomboy
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- Baufritz
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That is looking very interesting!
TriggersPhantomboy wrote:That is really neat You mentioned anti-gravity, how are you setting up the gravity fields between the inside of the smoke stack and the outer ring? Do the detection areas not conflict?
If it's broken, fix it.
If it isn't broken, I'll soon fix that.
If it isn't broken, I'll soon fix that.
- papaya
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Phantomboy wrote:For me, especially in games like Kirby, where you are intended to be rushing, say the racing levels. The smaller more dense areas caused a much higher stress level. Also, given the mechanics, in many ways the sonic games are essentially a race set in an obstacle course. The mechanics possessed the capability to move quickly, yet the gameplay had elements of puzzle and precise jumps. So, I think it can be done.
sonic is not a 'racing game' tho, it's a platformer
the race levels in atmosphir were designed for coop racing at first, and then it slowly shifted to a catch-all phrase for 'platforming with high run speed'.
compare the multiplayer stages in sonic 3 to some of the single player stages
[media=youtube]7ydyNYzlb70[/media]
[media=youtube]nEdhGgvy6Oo[/media]
(ok scrap brain is from sonic 1 i just think its a great level)
in this case, yoshi's stage is more reminiscent of the second video compared to the first.
like, if coop worked and I played this with a few people, could we all reasonably expect to be able to have a 'race'?
it doesn't really matter, it's more of a terminology issue than anything
carry on
- Phantomboy
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Haha, well alright. Sorry about that, Papaya - thanks for that!
Anyway, I do think the difference between the first two screenshots and the most recent ones are an interesting difference! The landmass differences between them are quire immense. I am excited to see what the transitions between those areas are!
Anyway, I do think the difference between the first two screenshots and the most recent ones are an interesting difference! The landmass differences between them are quire immense. I am excited to see what the transitions between those areas are!
- ElectroYoshi
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- ElectroYoshi
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- Design Competitions Voted: 1
- Phantomboy
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