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?
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Can't say I'm entirely satisfied with my entry.
It was supposed to be a lot longer but I had to improvise greatly due to unknown plans and vacation.
That's the last time I try doing a contest solo.
Team Name: Maybe this time? :D
Members: Herosbow
World Url: http://everybodyedits.com/games/PW3LUfz5PabkI
So while I was building this happened...
for reference:
anyone else having a huge lag issue when placing block?
this is really making it hard to build a level.
Team Name: Maybe this time? :D
Members: Herosbow
World Url: http://everybodyedits.com/games/PW3LUfz5PabkI
Site is giving me a 500 - Internal server error.
this for everyone?
and if it's not fixed by contest start?
(still haven't registered world)
So are any teams still open?
I would be glad to join any as long as they are not complete noob.
I can do minis, art, or whatever is needed
Thank you guys for including a detailed explanation of your expectations this time!
Should be easier to get the correct difficulty and theme this time
(something many people, self included, had a problem with last contest).
Good luck to all participating teams!
Also, will we be deducted points if we don't fill the entire world?
(for instance, if we misjudge the size we need as 400 x 200, but only need 200 x 200)
It's possible to get stuck after coin four if you hit a lower checkpoint.
You can also get stuck any time if you hit the switch but die before touching the curse canceling block.
The seriously needs to be fixed
New magic rate?
On the other hand, we could have global switches.
In addition to what was already stated, another problem is that more played worlds will naturally receive more woots. "Noob" players will only care about the total woot count, not the ratio of plays to woots. Furthermore, there many ways to obtain woots other than a level being good: woot for code, begging, etc. The woot system is inaccurate as well as any rating system that could be implemented and gives young kids the wrong idea. Same goes for any rating system ever.
Yeah, I realized people might mistake it for that, so I changed the title.
We have team blocks, but they are hardly different than switches, so I was thinking we should have more team related items than doors and gates.
One example I thought of is a "team teleport". I have two different ideas for it.
1. Item acts like a normal portal- when a player enters it, they are warped to a random team member's position.
2. Item acts like a switch- when the player steps on the switch, an entire team is teleported to it. This could work in a number of ways:
a. Team neutral- anyone can use any switch to teleport their team only.
b. Team specific; anyone can use- Switches have 6 colors; anyone can touch it to teleport the corresponding team to that position (i.e. Red team member can teleport blue team).
c. Team specific; only team can use- Switches have 6 colors; only the team of the corresponding color can use the switch to teleport their teammates.
Personally, I think the second is the better option; it would add tons of depth to team-based levels and co-op/puzzle levels.
Any feedback is much appreciated.
Would make a cool effect block. Not as a world option though.
In response to my previous post it could also be a key
Idea for team blocks
To anyone that is able to decipher this.
Feedback
Pros: I believe that the effect blocks will open all sorts of new level concepts. Other updates such as world description are also appreciated.
Concerns: Some of the new smiles are cool (astronaut), but others just look weird (cow). I may be wrong, but couldn't you use switches instead of team blocks, or am I missing something?
Overall, the good outweigh the bad on this one.
answer to deco questions: Mrshoe
Overall I think this is a very good tutorial, but I have to disagree with a few parts.
First and foremost is that this tutorial only covers how to make one style of mini. I'm not surprised by this as it is very much your style (and that's not a bad thing), but it does lead to a problem. The tutorial basically states that you should come up with the mini as you build and not try to plan a particular concept. In this type of mini it makes sense to this, but in other minigame styles, this is not always the case. Levels such as M1's insanity levels, Technological Terror, Death Dominion, etc. use a specific concept for each minigame. I may be wrong about this, but I doubt those minis were unplanned.
That being said, I really like the advice related to art. While it doesn't tell how to do everything, it gives people the right idea. The mini tutorial was also a good one for that particular style of mini. Because it is simple, it is a very good style for beginners to start on (Fun minis, not too difficult) and they may choose to continue with it.
As I said before, nice tutorial!
PWlfbuE-WibkI
These minis require players to survive a mini for a certain amount of time while keeping their momentum.
Required a guest or alt to run
This is a very unpolished version due to limits on action blocks
About 40% complete
Don't expect it to be done any time soon ( don't like working on levels for extended periods of time). This one I definitely intend to finish though.
You can suggest a name if you want
Beat it.
That's all I have to say.
Problem: if you hold space going into a battle you will always hit
Sounds like a good idea hope it turns out good.
I think switches really opened up the limitation of systems in EE. I figured out how to make a 6-player FE style S/TRPG where teams of players can battle each other. Limited action is a major problem though, it really sucks that they fixed the inf. glitch.
GL on the level
What?
Fixed
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