Fun Ideas
Moderators: ~xpr'd~, tyteen4a03, Stinky, Emerald141, Qloof234, jdl
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Actually, its still harder. Seeming as you are always controlling one
character at a time, so you would have to spend the same amount of time.
Also if you had to have a character in a certain place to make the level
possible and it wasn't their, then the level wouldn't be like that, seeming
as it would be edited due to the level being impossible.
character at a time, so you would have to spend the same amount of time.
Also if you had to have a character in a certain place to make the level
possible and it wasn't their, then the level wouldn't be like that, seeming
as it would be edited due to the level being impossible.
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You can make a game like that in Game Maker, I think. Your player is a chomper, which you can set the speed to whatever, and Make him have to run into the all the Stinkers to complete the Level, or deactivate the gate to the Exit. I'm not good with Game Maker, so I can't do it myself.MyNameIsKooky wrote:That gives me an idea. Why not play as a Chomper and try to bite Stinky and the gang?
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.
May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.
May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
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I would be able to do that, but I have Boxinator on my head right now.LittleZbot wrote:You can make a game like that in Game Maker, I think. Your player is a chomper, which you can set the speed to whatever, and Make him have to run into the all the Stinkers to complete the Level, or deactivate the gate to the Exit. I'm not good with Game Maker, so I can't do it myself.MyNameIsKooky wrote:That gives me an idea. Why not play as a Chomper and try to bite Stinky and the gang?
Here Are Some Of My Ideas: I love all 5 of the games the way they are, but its always fun to imagine what else can be done.
1. Two colored Sticky Cubes (Pink AND green) Pink only sticks to pink, green only to green. A pink and a green will not stick
2. An ominous cube: Eats up whatever it runs into, (except for The Stinkers of course). Including walls.
3. Magnets-minus and plus ones. two +'s repel, and 2 -'s also causing it to run back into you, different poles attract, and you can push them in a line, and if one is on a wall and your still pushing it, they become detached.
4.Character-Enabled Buttons, Exits, Coins, And Boxes. On whatever it is, there is a face of the character who can move, push, activate, etc on it. All other characters cannot. If there is a character with a slash through it, all other characters but that one can activate, push, etc it. If there was a level with Stinky Loof And Peegue (S,L,and P for short) The character would, if placed, use his/her own exit.
5. Magnet Floors-A steel box placed on one cannot move until the switch is activated and the current is ended. Furthermore, using a magnet could attract or repel the box from it, allowing you to use it.
6. Frozen Exit-Basically, this is an exit that you push around until it is thawed by a keg, fireball, or scourge.
7. Electrical Currents-Need to be finished by something metal-Steel Boxes, whatever, usually 3 spaces long. Once the circuit is closed, coming in contact with one of the components will electrify you.
8.Hypnosis-a character at the start of a level may be hypnotized, meaning they will move exactly like a chomper, and if they touch you, you have to restart. Wake them up with cannon fire, however it they do anything besides that which would normally hurt you, (e.g. you leading them into spikes) you will have to restart the level. You can also lead them into an exit.
9.Mercury-Coming in contact with a mercury blob will cause the stinker to become steel. While "ironed" you can push the stinker (who will be mobilized) around to close circuits and do other stuff such as block an enemy or avoid cannon fire. This either lasts a set amount of turns ,displayed at the top of the screen, or for the rest of the level, so you would have to, in that case, push them into the exit.
10. Rotating Room-This 3X3 room can rotate in 90 degree increments via switches, re-arranging the boxes and stuff
This is my favorite...
11.Undo Feature. While making a super-hard level, in the editor you could be able so apply an undo feature, so a player can have more leeway in that fact of messing up. The undo feature lasts either a specific number or unlimited # of uses. Also, Checkpoints would be nice. Maybe even an indicator notifying you if the level is no longer completable could help less-experienced players. I dunno.
Oh I forgot 12. You know how levels are timed? Well, what about instead of that, you have a certain amount of moves, so you could take more time to plan it out. The lowest number of moves possible is displayed along with how many you have left. (Undo's would count as moves)
1. Two colored Sticky Cubes (Pink AND green) Pink only sticks to pink, green only to green. A pink and a green will not stick
2. An ominous cube: Eats up whatever it runs into, (except for The Stinkers of course). Including walls.
3. Magnets-minus and plus ones. two +'s repel, and 2 -'s also causing it to run back into you, different poles attract, and you can push them in a line, and if one is on a wall and your still pushing it, they become detached.
4.Character-Enabled Buttons, Exits, Coins, And Boxes. On whatever it is, there is a face of the character who can move, push, activate, etc on it. All other characters cannot. If there is a character with a slash through it, all other characters but that one can activate, push, etc it. If there was a level with Stinky Loof And Peegue (S,L,and P for short) The character would, if placed, use his/her own exit.
5. Magnet Floors-A steel box placed on one cannot move until the switch is activated and the current is ended. Furthermore, using a magnet could attract or repel the box from it, allowing you to use it.
6. Frozen Exit-Basically, this is an exit that you push around until it is thawed by a keg, fireball, or scourge.
7. Electrical Currents-Need to be finished by something metal-Steel Boxes, whatever, usually 3 spaces long. Once the circuit is closed, coming in contact with one of the components will electrify you.
8.Hypnosis-a character at the start of a level may be hypnotized, meaning they will move exactly like a chomper, and if they touch you, you have to restart. Wake them up with cannon fire, however it they do anything besides that which would normally hurt you, (e.g. you leading them into spikes) you will have to restart the level. You can also lead them into an exit.
9.Mercury-Coming in contact with a mercury blob will cause the stinker to become steel. While "ironed" you can push the stinker (who will be mobilized) around to close circuits and do other stuff such as block an enemy or avoid cannon fire. This either lasts a set amount of turns ,displayed at the top of the screen, or for the rest of the level, so you would have to, in that case, push them into the exit.
10. Rotating Room-This 3X3 room can rotate in 90 degree increments via switches, re-arranging the boxes and stuff
This is my favorite...
11.Undo Feature. While making a super-hard level, in the editor you could be able so apply an undo feature, so a player can have more leeway in that fact of messing up. The undo feature lasts either a specific number or unlimited # of uses. Also, Checkpoints would be nice. Maybe even an indicator notifying you if the level is no longer completable could help less-experienced players. I dunno.
Oh I forgot 12. You know how levels are timed? Well, what about instead of that, you have a certain amount of moves, so you could take more time to plan it out. The lowest number of moves possible is displayed along with how many you have left. (Undo's would count as moves)
If you're reading this, you've officially finished the actual post and are just reading my pointless sig.
Paul Mayer
Paul Mayer
tyteen again
tyteen4a03 wrote:@Emerald141: There are already too many Stinker names to choose from in WA and WA:MOFI!
@paulm12:
Will they eat the edge to the other areas as well? XD
2. An ominous cube: Eats up whatever it runs into, (except for The Stinkers of course). Including walls.
How about throwing inside water or lava so that they can be reached by transposters?
6. Frozen Exit-Basically, this is an exit that you push around until it is thawed by a keg, fireball, or scourge.Not really. There are multiple ways to solve a puzzle,and some ways may require more moves and the level maker may not have noticed that.
Oh I forgot 12. You know how levels are timed? Well, what about instead of that, you have a certain amount of moves, so you could take more time to plan it out. The lowest number of moves possible is displayed along with how many you have left. (Undo's would count as moves)
Oh and BTW,I think the next Stinker should be named The Loldiot!
dlcs18
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Nobody wrote:tyteen's argument is like saying:
"The level doesn't have to be a challenge"
I'm officially insane, I'm using Phoenix Wright bubbles at times like this
I won't argue that #12 is a good idea, but what tyteen is saying is not that the level doesn't have to be a challenge.
For instance - If you made a level and figured out what the lowest possible amount of steps was using your intended solution, the game would save that as the lowest amount of steps. However, if there is a secondary way to finish the level that the creator did not intend to put in and it uses less steps, then the so-called "shortest" solution is no longer the shortest, albeit it is the intended solution.
Ergo, what tyteen is saying is that the shortest solution might not, in fact, be the shortest way to finish the level, not that it doesn't have to be a challenge.
... I think I'm going to go hide now. *runs*