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TIGSource ForumsDeveloperDesignShow us your level design
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7Soul
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« Reply #40 on: March 02, 2012, 03:51:55 PM »

Tower defense levels







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TacoBell_Lord
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« Reply #41 on: March 24, 2012, 08:07:32 AM »

Here's some ghetto scans from a title we decided to put to the side for awhile. Its a 2D arcade sidescroller influenced by elements "Tetris". Just introducing some base gameplay mechanics.





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Eigen
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« Reply #42 on: March 27, 2012, 11:48:24 AM »

For my previous game Princess And The Banjo I used Paint as the level editor. Each color represented a certain tile or object. Really simple except later levels got a bit complicated, especially when having to look up RGB combinations from the code all the time. Here's level 19 for example, 37 colors in total.



Kind of beautiful actually I think Smiley
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Udderdude
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« Reply #43 on: March 27, 2012, 01:57:35 PM »

For my previous game Princess And The Banjo I used Paint as the level editor. Each color represented a certain tile or object. Really simple except later levels got a bit complicated, especially when having to look up RGB combinations from the code all the time. Here's level 19 for example, 37 colors in total.



Kind of beautiful actually I think Smiley

Cool, but I think I'd go nuts trying to keep track of that many different colors and trying to differentiate them all by eye instead of having to run the mouse over all of them in Photoshop.  One of the games I'm working on now would have >100 colors if done this way.  Augh!

Your games are pretty fun, btw :p
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Lizardheim
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« Reply #44 on: March 30, 2012, 01:56:49 PM »

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Ashkin
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« Reply #45 on: March 30, 2012, 05:12:41 PM »

marry me
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Core Xii
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« Reply #46 on: April 01, 2012, 03:08:31 AM »

Glorious! Cheat on Ashkin with me.
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baconman
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« Reply #47 on: April 01, 2012, 12:47:21 PM »

Fuck them both, HARD; maybe once together if they're freaky like that.

Make me your gaming buddy instead. Wink
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emacs
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« Reply #48 on: April 01, 2012, 12:49:01 PM »

Give me your brain.
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baconman
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« Reply #49 on: April 03, 2012, 09:27:41 AM »

Don't be such a zombie.


Anyways, until I get some assets together to actually generate some of this stuff:

[Aerodise Island]
Has bouncy flowers akin to Mushroom Hill Zone's shrooms along with ziplines ala Angel Island's. It also contains beehive traps that will try to drop beehives on you, and will produce a small batch of bee-like enemies like the kind from HardMan's stage in MegaMan 3, and log/battering ram traps to push the players and enemies around.

[Starship Roppongi]
Combines areas of inverted and altered gravity with QuickMan-style laser traps (not instakill), and Wacky Workbench style launchers on tops and bottoms. So land wrong, and your character gets launched right back into the lasers!

[Steampunk Pirate Airship]
Launch around the place between balloons, cannons, and steam-blasters. Has rolling barrel traps ala Donkey Kong, combined with plank traps - kind of like those platforms that dropping on will spin them and drop you through. So you could jump one barrel just to drop down and find yourself in it's path as it doubles back!

More level concepts yet to flesh out.
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ink.inc
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« Reply #50 on: April 09, 2012, 04:25:49 AM »

blablablalbabl

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XRA
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« Reply #51 on: April 11, 2012, 08:08:58 PM »

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fentlewoodlewix
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« Reply #52 on: April 24, 2012, 01:21:07 AM »




I guess that last one isn't technically a level, more like an overworld.

These are lovely. The graphic design is crisp and stylish. I could play on entire levels laid out like this. With tiny little pixel characters moving about. Imagine the clouds dropping weather down to where the shadows are and this affecting the gameplay too.
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emacs
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« Reply #53 on: May 16, 2012, 04:40:34 PM »

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baconman
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« Reply #54 on: May 25, 2012, 12:39:51 PM »

This would actually take a DDR maniac to comprehend, but nevertheless, this is a supplimental "Dance Master Mode" exe for use in conjunction with Stepmania and a healthy sized selection of uberpopular DDR tunes from across the ages. It's made to combine difficulty curve with musical themes, to inspire 5-song setlists, just click a relative play level, then click one song to get to the next stage. Stages 3 and 5 have random (and a number of somewhat insane) missions for flavor.

On an off note, putting this together took most of 2 days, and it's minimal coding. Just a lot of object creation and basically hyperlinking the rooms. LD48'ers putting together entire prototype projects in that span of time is fucking INSANE!
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Tokinsom
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« Reply #55 on: May 25, 2012, 12:51:35 PM »

WORST LEVEL DESIGN EVER.
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kamac
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« Reply #56 on: May 25, 2012, 01:10:22 PM »

Tokinsom, it's not that bad Smiley
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Miko Galvez
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« Reply #57 on: May 26, 2012, 10:30:32 PM »

Toriko that is smexy but dont you think youre using too many door/hatches?
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Eigen
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« Reply #58 on: May 27, 2012, 12:41:25 AM »

Tokinsom, make it so that you have to complete this level in a single run with one hit death and no continues or save-points.
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Tokinsom
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« Reply #59 on: May 27, 2012, 02:45:23 PM »

Toriko that is smexy but dont you think youre using too many door/hatches?
Yep. I didn't know how to make a level editor when I built this monstrosity, so hidden paths / destructible tiles were pretty much out of the question. I think there are like 10.

Tokinsom, make it so that you have to complete this level in a single run with one hit death and no continues or save-points.
Crazy
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