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08-30-2009 #1
Working Difficulty Selector
Last edited by Drakon136; 08-30-2009 at 11:21 PM.
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Thanks!
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08-31-2009 #2
It's hard to comment 'cos I can't say what's happening in the mechanics (yeah, I'm pretty blind. Propably not your fault)
I think that I'll start using difficulty switches in my levels. Just to get rid of the "ÖÖÖÖ I CAN'T BEAT THE LEVEL BICOOS IMA DUMB SO ILL GEEVE J00 ZJUST WAN STAAAR!"- people
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09-01-2009 #3
Simple 1 shot logic.
But cool, just try and make it more "less obvious" whats going on.
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09-02-2009 #4
I can kinda see how to make this, with pistons, speed switches to change the rate of emitted objects or obstacles, and opening up passages and the like... Good job and putting it together!
Oh.. I give it



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09-02-2009 #5InterGalactic-Cybot
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I've worked up something similar to this. The difficulties affected the Checkpoints found in the level, as well as bonus points offered. "Extreme" mode offered no Checkpoints whatsoever, but a ton of bonus points were given in exchange.
Published Levels: Razhotep's Tomb, Tekno Fortress
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10-22-2009 #6Reprogramming Brains!!!
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can someone explain to me how this works I don't realy understand logic much and i would really like to know how?

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10-27-2009 #7InterGalactic-Cybot
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Well, the way I do it is... I allow the players to select a difficulty only once, let it be by them jumping through a hole labeled "Hard" or some other medium. This will activate the emitters set throughout the level to emit the appropriate Checkpoints. I had a level where, if someone selected "Extreme" difficulty, no Checkpoints would be emitted at all. There are other ways of doing this, but this is probably the simplest. You could also replace the Paintguns with limited ammo ones, make winches/bolts move slower on platforms, and so on. It all depends on how far you'd like to go with it.
Published Levels: Razhotep's Tomb, Tekno Fortress
Voted Best Team Player '08, Best Level Designer '09 Orby says hi! :]
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