Teleporters
Moderators: Flumminator, Zomis
Teleporters
Hi!
(I hope I'm not making a complete idiot now... Maybe this feature already exists? I'm kinda new and have only gone through the original Supaplex and Boulderdash levels so far.)
Have you ever considered telepods? You know - little dude goes in and comes out somewhere else (we've all seen "The Fly", right? ). How about more telepods in the same level - you just get teleported to the nearest one. This could offer some challenging puzzles... Maybe other objects could be transported too, like boulders or emeralds. Of course only if there's room on the other side... The possibilities are endless.
Well, just a thought.
Be well!
(I hope I'm not making a complete idiot now... Maybe this feature already exists? I'm kinda new and have only gone through the original Supaplex and Boulderdash levels so far.)
Have you ever considered telepods? You know - little dude goes in and comes out somewhere else (we've all seen "The Fly", right? ). How about more telepods in the same level - you just get teleported to the nearest one. This could offer some challenging puzzles... Maybe other objects could be transported too, like boulders or emeralds. Of course only if there's room on the other side... The possibilities are endless.
Well, just a thought.
Be well!
The possibilities are indeed endless, have you heard about Custom Elements?
They can do pretty much anything you want...
Check out these levels: http://www.zomis.net/rnd/download.php?id=327
They can do pretty much anything you want...
Check out these levels: http://www.zomis.net/rnd/download.php?id=327
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- Location: Germany
Oh yes, I remember him very well. It was on the proboards forum, it was the same guy that wrote a huge CE "tutorital"...Flumminator wrote:I think someone had somewhen written a step-by-step description how to do a teleporter, but it must have been in the old forum :-/
I just can't remember his username!!!
Edit: Just followed Bojster's link in the off topic forum, Fractal Dreams was his name.
http://web.archive.org/web/200402070326 ... =Mapmakers
Unfortunately, I can't access his post.
there were teleporters on my diamond caves 3 elements level i made ages ago, which to this day i havnt fully finished since i needed more CE options to do them, and quite frankly, the hammer and chests were pretty much impossible to make
but all the gfx are there, and free for anyone to use if they wish to
but all the gfx are there, and free for anyone to use if they wish to
Where can I download it? I'd like to play it!Darkon wrote:there were teleporters on my diamond caves 3 elements level i made ages ago, which to this day i havnt fully finished since i needed more CE options to do them, and quite frankly, the hammer and chests were pretty much impossible to make
but all the gfx are there, and free for anyone to use if they wish to
Visit my Boulder Dash website at:
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
It is!? *checking*Darkon wrote:im pretty sure itll be somewhere on zomis's r&d files archive... thing
Ah, it is
All Darkon's RNDFA files
file id 164 and 165 seem to be the ones.
OK thanks.
But why shouldn't we make one big contribution of all the (only the new) loose levels in the archive?
But why shouldn't we make one big contribution of all the (only the new) loose levels in the archive?
Visit my Boulder Dash website at:
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
Several reasons.Martijn wrote:But why shouldn't we make one big contribution of all the (only the new) loose levels in the archive?
1. I don't have time to make one
2. Some users might not want their files included in a contribution
(although this isn't a very good reason, since if they are public at the archive, anyone can download them anyways).
3. Make one if you want
That's why I wrote: 'we'. And I don't know which levels are part of another existing levelsets and which aren't.Zomis wrote:Martijn wrote:3. Make one if you want
Visit my Boulder Dash website at:
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
Neither do I.Martijn wrote:That's why I wrote: 'we'. And I don't know which levels are part of another existing levelsets and which aren't.
And if anyone wants to set the files into a contribution package, please do so if you want. However, I can spare your time a bit by making a way to download all files at once (which will be avalible soon), or all files in a specific category or all files by an user.
Back to teleporters... hope it's ok to post it into this forum. The simplest way to do non-animated, one-way teleporter is:
1. Make a custom element that
- can be walkable over/inside/under (in config 1)
- looks like teleporter entrance (in config 1 or graphicsinfo.conf)
2. Make a custom element that
- can be walkable over/inside/under (in config 1)
- looks like teleport exit (in config 1 or graphicsinfo.conf)
On change tab of element 2, do this:
- check "element changes to"
- check "player touches" and change it to "player enters"
- check "use extended change target"
- change "replace when empty" to "replace when destructible"
- draw the element 2 into middle of content area (on change tab)
- draw the "player triggering change" (in editor on the bottom of custom elements) on the top, bottom left and right of it (so it will work no matter how the element is placed)
- select the element 1 with "pick drawing element tool" and put it into context area right of "player enters element"
Should work.
1. Make a custom element that
- can be walkable over/inside/under (in config 1)
- looks like teleporter entrance (in config 1 or graphicsinfo.conf)
2. Make a custom element that
- can be walkable over/inside/under (in config 1)
- looks like teleport exit (in config 1 or graphicsinfo.conf)
On change tab of element 2, do this:
- check "element changes to"
- check "player touches" and change it to "player enters"
- check "use extended change target"
- change "replace when empty" to "replace when destructible"
- draw the element 2 into middle of content area (on change tab)
- draw the "player triggering change" (in editor on the bottom of custom elements) on the top, bottom left and right of it (so it will work no matter how the element is placed)
- select the element 1 with "pick drawing element tool" and put it into context area right of "player enters element"
Should work.