Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - syra

Pages: [1]
1
Level Editor Discussion / Re: How to make areas become "blocked off"
« on: January 12, 2012, 03:14:39 AM »
I think you might be meaning secret panels? Right click, new logic object and select secret panel.

2
Technical Support / Containment field ledge hang bug
« on: December 20, 2011, 05:23:06 PM »
Just to let you know: If the Containment field switches off while hanging from it's edge it shoots the player off in a straight line at high speed in the direction he's facing.

3
Level Showcase / Re: [Proof of concept] Boss fight + improved Boss Fight 2
« on: December 20, 2011, 05:19:53 PM »
Your first concept one was brilliant by the way, short and sweet but fun, I don't understand the low average votes you have at all.

4
Level Showcase / Re: Real Boss Fight by Clord
« on: December 20, 2011, 05:18:42 PM »
I played this, I really liked it but I kind of felt the same about it having a frustrating aspect of luck. I was trying to get there for a long time but a lot of unfortunate random feeling parts often sent me right back to the start from the very final jumps (and while I know there can't be any actual random elements, player perception is very important).

It was an interesting challenge room but I didn't feel any character of the 'boss'!

5
Level Editor Discussion / Re: portals and patrollers
« on: December 20, 2011, 03:54:17 PM »
Oh nevermind I don't know what I did but in editor it still turns around, however when I try the level out it decides to teleport.

6
Level Editor Discussion / Re: portals and patrollers
« on: December 20, 2011, 03:51:33 PM »
Can you provide more details please? Mine just reaches the node and turns around and heads back, I've tried setting both/either/neither node to off, the platform to looping etc.

7
Level Editor Discussion / portals and patrollers
« on: December 20, 2011, 10:58:37 AM »
On the menu screen the patrollers go in a straight line all the way through a portal and out the other and so on.

I can't make this work with moving platform linked patrollers, is there a way?

thanks

syra

8
Game Discussion / Re: Suggestion idea - Conveyor belts
« on: December 20, 2011, 10:47:53 AM »
just make a few linked looping platforms, blocked at the ends and with obstacles over the top so the player gets pushed backwards/forwards/into death as you like it :D

9
Game Discussion / Ghost data
« on: December 20, 2011, 10:45:58 AM »
Would be great if you had the option to see a ghost of the fastest player! Would also let you see if some people are using legit methods to complete maps or exploiting/hacking.

Discuss.

10
Level Showcase / Re: [Proof of concept] Boss fight + improved Boss Fight 2
« on: December 20, 2011, 10:23:14 AM »
Screenshot! He has 3 phases...




11
Level Showcase / Syra's level compilation
« on: December 20, 2011, 09:57:01 AM »
Hi all, I'm new to this forum but I love this game and I really love making levels for it. In an effort to keep this neat I will try and keep all my levels to one thread.

Please have a look at my creations [filter search by string: syra] and see if you can beat my times (I'm very competitive, so I will go back and beat you again!). Any feedback would be greatly appreciated too, such as: do I suck, should I give up? If I get good ratings for my levels I will keep making more!

Level: BallsOfSteal (pun intended)

This was my first map and it turned into a tight speedrun, all about quick reactions and timing. On the very first day I put it up someone beat me by 6 seconds (after I tested it 50 odd times!), so I had to go back and beat him again - only to take 2nd place again by another 2 seconds. I'm first again at time of writing: I bet no-one can beat me now!

Level: Arrow2theKnee

I gained confidence with the level editor by this one, and while it's quite a straight forward fast platforming level the challenges involved are very diverse. I have like a hundred invisible switches to keep down the lag by all actions turning on and off specific lights around them, hope you will appreciate it!

Level: Bucket2Head

This is a longer puzzle platforming level with a few surprises and jokes along the way which ends in a sweet boss fight. I'm really proud of this one, it was incredibly difficult to put the vision I had into the game but I think I've got it. The boss chamber has dozens of mechanics at play and was very very complex to design. Don't let the boss flip you off ;)!

-edit-
Screenshot! He has 3 phases...



If you guys like these levels I will get back to work on my next one NervesOfSteal :)

Have fun!

syra

12
General Discussion / Re: Hello!
« on: December 20, 2011, 09:36:14 AM »
Hi! Thanks for making such an amazing game, I think you really must hate money for making this free :D...

I'm addicted, not only to playing it but making levels too - looks like there will be limitless maps to play on with so many contributors. Brilliant!

Syra

13
Level Showcase / Re: [Proof of concept] Boss fight + improved Boss Fight 2
« on: December 20, 2011, 09:33:28 AM »
Hi! I'm new to the forums but I've actually made a level that ends in a big boss fight earlier, great to see someone else with similar ideas.

It was very very very complex to create the illusion of the boss responding to the player's actions from a design perspective (I think I have around 15 fully utilized linked invisible switches in there).

I have no idea how to do screenshots yet so please look up my level and see if you like it! The name of the level is Bucket2Head but you can just filter by string of my name syra. Or look at my levels thread http://www.stealthbastard.com/forum/index.php?topic=110.msg316#msg316

Have fun!

syra


14
Level Showcase / Re: detonatethecore
« on: December 20, 2011, 09:28:10 AM »
I found your detonatethecore while searching the top rated maps, but I couldn't finish this level =( too hard for me perhaps.

Seems very complex, keep up the good work!

Pages: [1]