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SLIMES! (The game is done and ready for you to play it!)
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Wed Dec 09, 2009 3:36 pm    Post subject: Reply with quote

@ TMC: The extra levels will be harder. They also might be user generated, depending on what people submit. I

Quote:
Spooooooon make harder games

seriously? Tim-tim was giving bad ratings because the jumping was too difficult. And no one has reported beating house escape, except me and my girlfriends who made the maps. My games are damn hard!
Slimes has gotten lots of people saying that they're stuck on certain levels. So I think the difficulty level was perfect, if not a little too hard. And the levels where you use the pipes as platforms/to block spike guys is how you're suppose to beat them. ( though there's more then 1 way to beat almost every stage, I did that on purpose ) Also some stages ARE designed to have too many pieces just to mess with the player, or to make things easier, you decide.


That mouse stuff sounds cool.

O and the npc layering is super hard for what I want it to do. I'm speaking of light fight, not slimes here. Light Fight's main flaw that stop it's production, was the laying of npc's. How can you stack, say, npc 7 on top of npc 5 and then switch the layer order based on the y coordinate of the certain npc copy.

That said, can slices do this? I haven't tried.

The layering I meant to mention for slimes was the more overall layer:

strings over
slices over
overhead tiles over
npcs over
normal tiles over
under tiles

I'd like to be able to switch this layering order, but it's not THAT big a deal really.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Dec 11, 2009 12:44 am    Post subject: Reply with quote

Spoon Weaver wrote:
@ TMC: The extra levels will be harder. They also might be user generated, depending on what people submit. I

Quote:
Spooooooon make harder games

seriously? Tim-tim was giving bad ratings because the jumping was too difficult. And no one has reported beating house escape, except me and my girlfriends who made the maps. My games are damn hard!

Haha, just messing with you. I need to try Tim-tim again.
Quote:
Slimes has gotten lots of people saying that they're stuck on certain levels. So I think the difficulty level was perfect, if not a little too hard. And the levels where you use the pipes as platforms/to block spike guys is how you're suppose to beat them. ( though there's more then 1 way to beat almost every stage, I did that on purpose ) Also some stages ARE designed to have too many pieces just to mess with the player, or to make things easier, you decide.


Yes, Slimes had many hard levels which took me a long time to solve, which was great. I just wish that they weren't so many levels, even high-numbered ones, which only took me 5 seconds to solve. It was a lot of fun, which was why I wanted more!

Quote:
O and the npc layering is super hard for what I want it to do. I'm speaking of light fight, not slimes here. Light Fight's main flaw that stop it's production, was the laying of npc's. How can you stack, say, npc 7 on top of npc 5 and then switch the layer order based on the y coordinate of the certain npc copy.

That said, can slices do this? I haven't tried.


Yes, slices can do this easily, with the "Y sort children" or "sort children" commands.

You can do it with NPCs too, theoretically, but it is so damn painful that AFAIK, I'm the only one to try, and I gave up.

Quote:
The layering I meant to mention for slimes was the more overall layer:

strings over
slices over
overhead tiles over
npcs over
normal tiles over
under tiles

I'd like to be able to switch this layering order, but it's not THAT big a deal really.


Fear not, it will be possible - the slice system is just unfinished at the moment. And you can already move slices nearly anywhere else. "sprite layer" is just a default parent.
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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Fri Dec 11, 2009 9:12 pm    Post subject: Reply with quote

Spoonweaver wrote:
The level is saved on your .sav file so if you make a really neat level you can upload that somewhere and give it to people. I'd like to see what people make, so it'd be nice if you posted it here.


Spoon's already played through all of these, but to give everyone else a chance:

http://www.castleparadox.com/gamelist-display.php?game=985

There are 10 custom levels and several of them are unforgiving. You'll need to backup your original save before you use any of these, and then replace the current one. I divided them into separate folders to keep the levels organized.

Echoing Spoonweaver's hospitality, I'm willing to help if you're stuck on any of these.

And before you ask: Yes, Custom Level 4 is beatable.

Let me know if you like these.
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The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

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Spoonweaver




Joined: 18 Nov 2008
Posts: 36
Location: Sunny Florida

PostPosted: Mon Jan 11, 2010 2:59 pm    Post subject: Reply with quote

I've gotten a depressingly low amount of submissions for the user made levels section of slimes.

If it helps! One can unlock level creation by using Pepsi Ranger's saved games.
(At first I wasn't going to reveal this, in order to keep the reward for beating the game from "non-winners" but I'm planning to unlock the level creator to everyone in the update anyways so what's the harm, right? Also, plans for a new reward are in the works. )

If anyone has anymore bugs to report or suggestions please let me know.
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