Modules

All about creating levels and level sets, custom elements and custom artwork.

Moderators: Flumminator, Zomis

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richard
Posts: 199
Joined: Fri Jun 18, 2004 9:00 pm

Modules

Post by richard »

http://de.geocities.com/richardkleber/

I made the first module for RnD !
It´s finally complete ! It took me up to 50+ hours to make that !

I made 9 (tutorial levels) + 7 levels, info-screen addons, and the CEs are error-less.

And yes... contributons are very much welcomed and prepared (and needed a bit much too). ;)

Anyways, have fun ! :D
Last edited by richard on Mon Aug 23, 2004 4:11 pm, edited 1 time in total.
Yoshi348
Posts: 132
Joined: Fri Jun 18, 2004 8:27 pm
Location: My own little world (California)

Post by Yoshi348 »

Pretty darn good level sets. The hit detection is great... the only thing that seems odd is that shooting enemies in the butt when they're moving away from you doesn't work. Unfortunately, on level 5 of the main game, the little blue dots don't do anything, making the level impossible. Looking at the code, it looks like you meant to make them collectable and drop/throwable, but they're not.
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Grunt002
Posts: 148
Joined: Fri Jun 18, 2004 8:35 pm
Location: Canada, eh?

Post by Grunt002 »

Nice work! well done! :D
and will there be Secret Command II?
YOU LIKE MY SIGNATURE DON'T YOU?
richard
Posts: 199
Joined: Fri Jun 18, 2004 9:00 pm

Post by richard »

Thanks for that bug report ! I know I wanted to make them collectible and diggable, but that would cause an error by move-shooting ! ;)

And yes, I will make more levelsets for it... but... you could also do some ! :D
Of course not with the name "Secret Command", it´s already needed for II and maybe III.
the only thing that seems odd is that shooting enemies in the butt when they're moving away from
Imagine, they are invulnerable from their back, so it should be fixed. :wink:

Anyways, it´s now repaired, thanks for that quick report ! :D
richard
Posts: 199
Joined: Fri Jun 18, 2004 9:00 pm

Post by richard »

OK, here are the upgrades:

- Some levels repaired
- Some levels made difficulter
- Energy Cannons can now fall and explode
- All levels checked, and also added tapes
- First envelope grammar fixed
- Sounds of the marmor doors fixed

BTW: Now everything packed in only 1 zip file !
OK, now everything should work... or not ? :D
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Alan
Posts: 661
Joined: Fri Jun 18, 2004 7:48 pm

Post by Alan »

Great level set Richard!, I especially like that blood hammer..

Why not have the graphics & sounds folders in the modules level folder? Unzipping is faster, plus you don't have your game split up in the R&D directory.

Code: Select all

[R&D]
    [levels]
        [Modules]
            [graphics]
            [sounds]
            level.000
            level.001
>the only thing that seems odd is that shooting enemies in the butt when they're moving away from you doesn't work

Yes, a problem I have come across myself... This also applies to Rockford when you are running away from a bullet, it's 50/50 whether you live or die.
richard
Posts: 199
Joined: Fri Jun 18, 2004 9:00 pm

Post by richard »

Thanks Alan !

But errr... The name of the module isn´t module. :D
It´s "Secret Command".

So you mean I should insert every graphics, levels and stuff into only one folder ? But why are these "graphics", "sounds", "musics" (and "levels) in the RnD-Folder ?

Hm... but you are probably right... :)

Oh and, by the way... the unzipping would not take longer, cause you have only to extract the zip-file into the RnD-Folder, or not ?
Tomi
Posts: 339
Joined: Wed Aug 03, 2005 3:37 pm
Location: Slovakia

Post by Tomi »

The "graphics" etc. folders are for artwork that doesn't come with levels, like the default one.
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