Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
You are not logged in.
As was with the Flipnote community, EE was a community of creators, not just players. This is the game where creators share each other what they got to each other, and play each other's creations and enjoy each other's efforts. Although there were popularity contests and internal fights with other cliques of the community, this community as a whole felt like a big assortment of multi-way interactions. It wasn't limited to one-way interaction like youtube content creator to watchers, or two-way interactions like players to dev. EE was a community of multi-way interactions where anyone can be the creators and anyone can be the players.
It's that type of community that hasn't been replicated yet with other sandbox games like Minecraft or Terraria.
Iraka's Cave Exploration. One of the first levels I've played in EE, and that has been the gateway drug ever since then. It was such a classic.
Holy cow. This was one hell of a blast from the past. Not to mention an interesting documentation of what's basically have been our "culture". Great video!
[EEU] Aoitenshi's Worlds
Hello! This is a thread where I will be compiling my worlds for EEU, both for original releases and remakes of my past world.
Beautiful Day
150 x 150 | Easy
ID : 0bJ1MELLljnOSome nice basic minis for you guys while I get my bearings back on! The level difficulty should be ranging in Easy.
Tombs of Naqali
100 x 100 | Easy - Medium
ID : Xd4AzWRkWzSyAfter finishing and polishing up Beautiful Day, I went ahead to built a Mayan/Aztec/Inca-themed level next. So I went ahead and made this level with no small inspiration from Tomb Raider as well as Final Fantasy XIV's Qitana Ravel. The difficulty of level should be ranging in Easy-Medium, although collecting the blue coins will ramp that up to Medium. Enjoy!
Ice Floe
50 x 50 | Easy
ID : hWKLozxQtGS8A little coin hunt level made in a 50x50 world. There are seven coins to collect, and the difficulty should be ranging in Easy. Enjoy!
Station_01.exe [Remaster]
400 x 200 | Easy - Medium
Hard - Extreme (100% Completion)
ID : MHZHls5T3pKmNearly triple the volume of content the level had to offer, Station_01.exe is now rebuilt and remade in EEU. It didn't feel right to simply copy and paste the old level and pasted it here, so I wanted to offer a lot of new gameplay to you guys. There are now additional play mode in the form of Extra Mode, complete with its own set of 35 Gold Coins to collect; and ontop of that, there are now Log Challenges for those of you who are a lot more dexteritically oriented.
As a bonus, whoever manages to get 100% Completion with the level (75 Gold Coins / 20 Blue Coins / God Mode) will have their names written down in the level lobby as a Perfect Subject!
▼List of Perfect Subjects (100% Completion)
N1KF wrote:For years now there has been the idea "EE has too much stuff" floating around, and for a long time I agreed. But recently my opinion has changed, and to explain why I'll give a comparison: If an image editor can handle 16,777,216 colors without people complaining, why can't EE handle a few hundred different-looking blocks?
I don't think i can explain but in my opinion EE should not be comparable with image editors. Minimaps? Sure! More colors = better pixel art on minimap. But ee is about gameplay and limiting the color palette gives creator better control over the content itself.
Btw just a offtopic side note i thought you all would be interested. Look at this image:
▼Hidden textNice pixel art isn't it? But do you notice anything .. weird about it?
it might take some time to realize that but the whole image is divided by 8x8 chunks of pixels. And each chunk only has 2 colors▼Hidden text
Chiming in -- I'd argue that while the limitation of old pixel art gives way to incite creativity, creators can simply copy the lessons of the old pixel art, and then take them beyond their old limitations to create something better.
The reality is that nowadays, modern pixel games are built ontop of what retro pixel games have managed to achieve thanks to their hardware limitation, and bring them beyond that. They didn't spend their creative energy to reinvent the wheel. In modern pixel games that creative energy is shifted onto other things beyond just making pixel arts pretty; such as adding lighting effects or implementing dynamic pixel arts to further enhance an already well made pixel art. That's primarily why nowadays modern pixel art games such as Celeste or Noita still looked beautiful, alive even, despite having potentially 16,777,216 different color pallete plus all special effects to choose from.
Celeste:
Noita:
Lutes, looking forward to see how you'll bring the game forward in the future.
Honestly, a simple if-else mechanic would go a long way in creating a really dynamic level. Ricochet Infinity does exactly this and you could practically design your own game... in a Brick-Breaker game.
About
Three months ago, the EEU port of Station_01.exe was finished, and it was ready to release as soon as Yellow and Blue Coin doors were implemented. That did not went down, not because there were technical or creative difficulty. It was because at the time, I just wasn't satisfied with it. It just did not feel right to simply duplicate the original level into here and release it as is. I had a personal need to add more into the map.
It started by completely rewriting the log section of the original Station_01.exe. The original logs were a simple fluff, really, a filler content to take up the space of the minimap. When I was contemplating at what to do with the logs in EEU, I knew I wanted to reboot the narrative of the Station trilogy in EEU, and link all three in a more cohesive manner. If the Station trilogy was eventually getting ported, now would be the best time to soft-reboot the universe. New lore logs were written, and it became the reward for the players who dedicate themselves to completing everything the level has to offer.
As the new logs were finished, the need to add more and more content continued to snowball. I knew I at the time I wanted to create a B-Side to the level. If you've never played Celeste, you might not know what that means, but it's essentially an optional challenge the game has to offer. The problem is: I have no idea how to design brutal and fair minis. I really have no idea what I was doing, so I had to spent some time playing through 10+ Hard-Extreme campaign worlds in EE to get a feel on what I'm looking for. These log challenges are what I've come up with after the fact, and I hope veterans here will enjoy the experience I have to offer.
I also knew at the time that I wanted to come up with an alternate game mode -- Something new that would give a new feel to the level. After some experimentations left and right eventually settled with a Dual-Jump Mode, which as the name implies, essentially introduces double jumping to the players and unlocks access to additional coins otherwise inaccessible with a single jump. I was pleasantly surprised with how much it changed my platforming perspective as a player, completely underestimating the flexibility of having an extra jump and I was satisfied with the new game mode as soon as I was done (which is a very rare thing in my case).
At this point, the volume of content for the level had tripled. There were almost twice as many Gold Coins to seek out and collect, in addition to the five brutal challenges that took me a long time to finish. It was at this moment that I realized that I should probably stop. The scope of the level was growing bigger and bigger and if I chase down this rabbit hole, well; you'll never see this level ever finished. So, I finished up that very day, and here it is: Station_01.exe Remastered.
Please enjoy what the level has to offer.
Credits
Creator -- Aoitenshi
Helper (Original Version) -- AndreiTan2000, BioManiac, Mast, Peker4241
Original Inspiration -- Star
https://ee-universe.com/?worldID=MHZHls5T3pKm
ID: MHZHls5T3pKm
Sweet level.
"Kongregate is crap"
That did not age well.
HEY GUYS ANOTHER WEEK ANOTHER GAME DEV LOG! is my favorite sentence now.
It's his trademark at this point.
It's better if we lock action packs behind level progression system like Kongregate in my opinion. That website has an account level progression system which levels up as you play multiple games and collecting badges. That way, EEU newbies can either do plenty of easy worlds to collect XP, or experienced ones do a few insane worlds to get as much. It would be a system that can cater to both newbies and veterans.
The argument that "if someone abuses (x), it's just bad level design, therefore this feature/suggestion should stay/shouldn't be overlooked" makes sense, but for invisible arrows I do think there's another factor that should be taken into account.
Invis things aren't useful intuitively. Unless someone has a really good idea or is really good at level design, invis things are extremely difficult to not "abuse". When coins were introduced to the game, people definitely could've just flooded worlds with them if they wanted to, but if someone wanted to create a decent level it wouldn't be hard for them to figure out how to use coins to benefit their world.
With invis things, it's REALLY hard to make them work, as it's easy for the owner to falsely assume that their locations are obvious. This is an inherent issue with anything invisible, and unless the level builder really knows what they're doing, it's inevitable.
As I actually extensively use these invisible gravities and portals, I would be pretty opposed to having them removed. Though they have less use case than coins, they are still a level designing tool as much as the former are, and how good they are depends on how you design the gameplay around it. If one comes across invisible gravities that makes no sense, or just adds to the frustration, that is not a good level design.
Invisible things in itself are not inherently bad, but they are certainly not a tool you want to abuse as much as visible gravity arrows. Running into invisible arrows takes control away from the players and may add to the frustration because by itself, there is no way to figure out where exactly they are until they stumble across it the first time and memorize it. Players hate losing control in any case and this also applies to the game, and this is probably why so many shunned upon any usage of invisible gravity.
Done right though, invisible gravity can also contribute to the experience. What the level creators could have done with the invisible gravity was to take advantage of what they are good at, and minimize possible frustration and/or loss of control as much as humanly possible. What are they good at? Being hidden and therefore not detracting from the background/in-game art. How do you minimize frustration? Make them predictable. How do you make them predictable? Make it a recurring pattern, over and over. How do you make sure they realize the recurring pattern? Make a controlled environment where it's required for them to take advantage of the recurring pattern.
This is essentially what I've implemented with the concept of ledge climb in my third Station (which utilizes invisible dot). I dedicated the entire six first mini games to have them familiarize themselves with how ledge climbing works, and commonly implemented dozens of these ledge climbs throughout the level consistently on every single corners. Ledge climbing ended up adding more to the players' repertoire of possible actions, which I believe ultimately added to the experience, not detract.
2B55B5G TNG wrote:Gonna try it out in the weekend. Looks awesome!
Why not try it now though.
▼Spoiler WarningAoitenshi, do you think this gameplay might be a bit too simple?
Not to worry, this is just a piece of what I had in mind. The full level (if it's ever done in EE or EEU) will expand more upon the storytelling. Thanks for the support, though!
Singularity:, Altair-Side
▼ List of Credits
Hello! Welcome to the thread of Singularity:, a demo for a level that I have had in my mind for a long time. It's been a few years since I've last released the third Station, and behind the scenes, I've been wanting to create a new, original level to start fresh with. I've been working on multiple experimental concepts such as timed levels, unique puzzles, platforming with powers and more, many of them ended up being a repeat of what I've already done. I did not want to stay too comfortable on the same formula, and so I wanted to create something completely new, something experimental that I haven't seen anybody tried before. What came out of the initial brainstorm was Singularity:.
Singularity: is an experimental level, an open-ended exploration world with puzzle platforming elements where you are stranded within the Singularity, traversing from universes to universes in hopes for an escape. In this demo, the only playable universe currently is Altair-Side. The core concept of the level was for you, as the player to figure out the differing rules of physics of the "universe" you're in, and how to apply what you've learned about the universe to overcome the platforming challenges presented. As such, this level will not be made too minigame-based (may be tentative), and to an extension, this level will not be too hardcore in terms of difficulty.
So why am I releasing this as a demo?
The original scope of the level was to include multiple type of universes (called "sides") each with differing rules and laws of physics, each with a different set of platforming challenges you need to overcome. Expectations are high thanks to the Station trilogy, and I'd like to do said expectations justice. So before going full throttle on this concept I'd like to collect different feedbacks and opinions from you, as the players who knows better than me.
Story. This is a big one. I do not feel as if they are truly necessary for you to have the full experience, but if you guys prefer the level accompanied with a story, I will do my best to deliver. Do you prefer this level gameplay-only? Do you prefer this level to have a storyline? Tell me down below.
EE is approaching the end of it's lifecycle with the approach of EEU, and there is not much players left to enjoy this level. As such this thread really doubles as a survey program, to determine how well this concept is received, and as a big determinant for me to decide if I should create this level series in EEU.
Thanks for reading, I hope you enjoy this demo level and please tell me what you think below!
LINK: https://everybodyedits.com/games/PW1ZJ7ZwWxb0I
I think they mean without the use of bots guys
That, and quality of life features like this should be included in the base game instead of relying on a third party application.
Hello, would it be possible to have a 3x3 block placer? Filling backgrounds with just 1x1 block placer is pretty tedious and 3x3 would be a nice QoL feature that would help a bunch.
Thanks!
I hate the idea of 24×24 blocks, it would make the game larger which would look dumb. What would be the resolution of the new game? I have a 1366×768 screen and EE's resolution of about 850×500 looks nice on it.
An arbitrary zoom feature would be nice.
Edit: Here are the features I'd like to see:
Customize foreground and background colors for the user interface. This way it's possible to configure a dark theme or a light theme which would be visible in chat and lobby.
Allow more colors for everything. For example, they could make every block type have those 32 colors:
Does it? The game is pretty bad on 1900x1080 and I had to squint at times. I'd like to see it in 24x24.
bit.ly only made the link suspicious tbh
I don't usually pay in this game, and frankly it's not much (due to inflation), but this is a donation of support from a developer to developers. Good luck, dude.
I suggested this before, but now that the development team is now more active than before, I'd like to bring this topic back up. It would be cool to have this functionality in the game.
https://imgur.com/GTm72ol.png
The keys are right at the start
Holy crap. I didn't even realize making yourself stuck this way is possible. Thanks for pointing that out.
If its so predictable why isnt it visible?
It's part of the level design? It's the little thing that's much more satisfying for players to discover themselves, rather than spoonfed. Plus, it helps to make the in-game art cleaner.
Xfrogman43 wrote:Kirby wrote:like that
of course hidden ****
well the hidden **** is a gimmick that was explicitly stated at the very start of the level. the main illusion in this mini was the fact that you had to bounce along the top of the up arrows so you could stay at that height longer
Correct, I ensured the first six minis incorporated those exact gimmicks to teach how it works.
I'm so used to reading all these anti-mod posts that when I saw this one I immediately thought: It's probably nothing.
If you're gonna complain about mod abuse at least try not to be so hyperbolic. There's so many of those to the point that every single anti-mod titles had lost their legitimacy.
[ Started around 1733251396.3515 - Generated in 1.047 seconds, 9 queries executed - Memory usage: 1.7 MiB (Peak: 2.06 MiB) ]