http://i1.lbp.me/img/ft/491a894b3407...dca98d3410.jpg
http://http://i0.lbp.me/img/ft/bc0d2...78918a59bd.jpg
http://i0.lbp.me/img/ft/bc0d2b78ad96...78918a59bd.jpg
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OMG HAX!
I'll be sure to play this and get the high score when I get home.
sweet! I'll be sure to queue this then beat fusion's high score.
not the easiest score to beat..... http://lbp.me/v/egzmm6/scores
^^ HAX
... hmmmm almost cracked the top 10 on my first go though...
Hi, evret !
Great to find new level from you. You always surprised me with using 3D glitch. And this level is one more good example of it. Very cool! I love it! And will wait for some new amaizing creations from you!
And here is the video of your level:
http://www.youtube.com/watch?v=klU1t_6PhPA
From Russia with love,
Domick12
my score was so pitiful I think it's below last. Anyway, this blew me away in every aspect. Great level with top of the charts visuals and effects. I love the rapid thumb animation. Just a great level that is a blast to play, it stunk that I stink so bad at it. Got to keep trying.
Well done! ;) (I too from Russia)
Wow, no clue as to how you accomplished this. to me this looks more advanced than Steve Big Guns's FPS as your camera view can move in any direction rather than just left/right. Well done! I'll definitely give this a play.
this level doesn't use the 3d cam like my third person shooter or like steve's FPS. it just uses the extra layer glitch and makes the meteors move back to the player layers by activating an in/out mover on them. i also use movers on the meteors to make it look like you are able to turn around etc instead of moving the ship which would have been more limiting gameplay wise
the thumb animation is just a close up of a sackbots hands while in a controlinator, i managed to get the view between his head and his hands by giving him a small head, bumping him into forground layers and a lot of patience (unusual for me lol)
Lol, your explanation makes sense to me!
But yeah... tricky to visualise if you didn't see it getting built.
The most amazing thing about the level is how little thermo it uses.
when everything is emitting it used to over heat, i had to scale back the number of meteors at any given time to stop emitters from failing.
had to try and keep everything else light on thermo so i could still have a decent amount of meteors, the start is destroyed and the ending is emitted too.
not using dynamic emitting either even though it makes it so much easier to make make changes. i just cant leave the originals in the level