I've been trying to explain some advanced design concepts a few times with words, but sometimes it's hard to explain. Some people also learn better through visual or hands on experimentation.
So I thought I'd make a series of "How to" levels, featuring detailed step by step instructions on how to do complex stuff. I won't just be giving away an object with the settings put in, I'll try and explain "why it's so" and have some examples of the concept being pulled apart so people get a chance to grasp the deeper meaning.
I've already built the first one, called Elbee23's "How to make a monster give out more points". It's in the showcase section already.
Now that the first one is built though, any further object lessons would be easier as the rough design values are already put in place.
So, what do people think of the idea? How did they find the first example? What ideas or concepts should I be implementing for the sequels?
Here is a list of the ideas that have been suggested in this topic so far. All the names here are just working titles.
- How to make good wave like effects using pistons.
- How to make a smooth conveyor belt with no strings or gaps.
- How to make doors open and close in different ways.
- How to make a vehicle reappear after the player dies or tries again.
- How to make doors only open when all the monsters in the room are killed.
- How to make things explode without using explosives.
- How to make a permanent swtich. (done)
- How to do alternative endings.
- How to make an elevator come back after you fall off.
- How to make an epic boss.
- How to make the player respawn at a different point.
- How to make a reliable multiple magic mouth system (man, that sentence is a mouthful) (done)
- Some sort of credits level, where I can give credit to the people have helped make this possible.
- How to make one button do multiple different things.
- How to use custom music in levels.
- How to make a rocket fly dead straight up and down.
Please keep coming up with suggestions. Also, if you really want one of these ideas done in priority over others, let me know. The current list is in the order they have appeared in this thread.
I'll also list here the levels as they come out. They aren't meant to be played in any particular order, but this is the order that they were built. The levels have changed their names to "Dr. Spongehead's How to..." so it sounds less arrogant.

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12-13-2008 #1Positive Change Advocate
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The Dr. Spongehead "How to" series
Last edited by Elbee23; 01-26-2009 at 11:44 AM. Reason: Added to the list.
Levels published: A journey through a digestive tract; The TSR - Three Stage Rocket - an entry into "Set the Scene" contest.
The How to series: How to make a monster give out more points; How to make a permanent switch ; How to make Magic Mouths work in different ways
Current project: The Good Ship Prometheus
Read my blog. :P
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12-13-2008 #2
Some people cant make a good wave effect using pistons. I know its simple, but its the first thing I thought of...
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12-14-2008 #3
Cool. What other do-hickeys and jibjabs do you have to show?
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12-14-2008 #4
Smooth conveyor belt with no strings or gaps.
If you dont know how, then I can explain it to you.
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12-14-2008 #5Positive Change Advocate
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Hmmm... I have never had the need for a conveyor belt, at least in full concepts I've built. They sound like fiddly beasts though, so it could be good topic to cover.
Wave effects with pistons... I suspect it's just a matter of using the sync setting. Again, it's something I have not built yet, but this one sounds a lot easier to do.
Some ideas I was thinking of doing include:
- Various door opening and closing techniques - the ones I use in the level already are not immediately straight forward.
- The one shot vehicle emitter system, as seen in the small intestine and also the bowels (it's not so obvious in the bowels though, the vehicle is much more stable).
- How to get doors to open only when a bunch of monsters are dead. It's another idea implemented in the liver, but I didn't want to overload people.
- How to make things explode without using explosives. It's the system used in the pancreas, I just don't think many people have seen it yet.
Those are some initial thoughts I've had. Keep the ideas coming!
Last edited by Elbee23; 12-24-2008 at 11:18 AM.
Levels published: A journey through a digestive tract; The TSR - Three Stage Rocket - an entry into "Set the Scene" contest.
The How to series: How to make a monster give out more points; How to make a permanent switch ; How to make Magic Mouths work in different ways
Current project: The Good Ship Prometheus
Read my blog. :P
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12-14-2008 #6
I don't have any ideas off the top of my head but I just wanted to thank you for starting what is sure to be another great resource for creators, I really do appreciate it and I am sure everyone else feels the same
I use Feedback4Feedback
Published Levels: Pulse - 218 - The Legion - Out of Africa
New Release: The Rose Garden
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12-14-2008 #7
Permanent switches (Always on or always off).
Alternate endingsPast Projects: Temple of Sun and Moon, H.A.T.E., H.A.T.E._2
Current Project: None
Backburner: Project Shipwreck (Working Title)

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12-14-2008 #8Positive Change Advocate
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Let me just share my own thoughts on this project so far before I deal with the quotes...
I've considered changing it to "Dr. Spongehead's: "How to..." series instead of Elbee23. It sounds less arrogant, and is kind of redundant as using Elbee23 would identify me as an author anyway in terms of the search engine.
Dr. Spongehead is the name of the story character that does all the teaching in the levels. So it does make sense to call it that.
That would make it an avatar of an avatar though, which would be a bit odd. Elbee23 is not really me, the person at the keyboard, nor is Dr. Spongehead. Still though, I might soon change the name to that. I'd still like to keep the name of a character in the title though, as it sort of makes it feel more like a teaching series and gives it it's own character.
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Another idea that I had thought of to do a "How to" for would be sensor activated returnable lift. That one would be relatively easy to do but should help developers a fair bit. The first thought when people think of lifts would be a 2 or 3 way switch, but depending on the scenario, a sensor activated one is much, much better as it goes back to the player if they fall off (or jump off).
I'll probably update the first topic to list future level ideas as well as implemented ones.
Anyway, on to the quotes...
Permanent switches would not be that hard to do. The doors that you see in the first level are actually on a permanent switch system. Sure, it looks like you press one button, but it's running through a permanent switch system.
It's also not that big a jump from the first level in terms of teaching. It's the same concept just with different bits doing the stuff.
It's probably the easiest boiled down concept to do from the list I have so far. Maybe I'll look into doing this when I write out another one.
To teach this concept though would be very, very hard. I was already using a tonne of speech bubbles to try and teach the current lesson. The last talking head point has 7 speech bubbles on it. Sure, 3 of them are "thanks for coming" and "here is your hand out", but the other 4 were trying to remind people about the key ideas. I had to cut out a lot of the finer point because of space constraints.
It's not just the final point, the average for each teaching room would be 5 point bubbles. The start has 3, the middle has I think 8 or so.
But yeah, back to the idea of alternate endings... there are many ways to implement them, from going left or right in a fork to using different custom sticker switches to activating a switch or not activating a switch. I think those are the three main methods of doing alternate endings, at least in terms of the key branch point. To teach all the theory behind it would be really, really hard in terms of brief writing.
Still though, it's not entirely impossible, but I think I might wait a while before tackling this one.
Thank you for the kind words OCK. I'm glad to hear people appreciate this.
If it can make people make even better levels, then that makes me glad as well.
Levels published: A journey through a digestive tract; The TSR - Three Stage Rocket - an entry into "Set the Scene" contest.
The How to series: How to make a monster give out more points; How to make a permanent switch ; How to make Magic Mouths work in different ways
Current project: The Good Ship Prometheus
Read my blog. :P
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12-14-2008 #9Fuzz Ball
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PLEASE DO YOUR 'HOWTO MAKE GOOD WAVES' lol sorry bout caps but please
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12-14-2008 #10
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12-14-2008 #11Positive Change Advocate
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If I have understood you right, you are trying to make a visual effect where things are "rollling", one after the other. It's meant to be a visual effect rather than a play mechanic. I haven't built such a thing yet, but I suspect it's a matter of getting a series of pistons attached to the bits that look like waves, and then using the synchronisation option to make it look like they are "rolling". The player is not meant to interact with it though, but the idea is you put the system in front of ships to make it look like it's going across water.
Is that what you meant, moleynator?
It does not sound like too hard a one to do, if that's what you meant. If I've misunderstood, please help me to work it out.
Levels published: A journey through a digestive tract; The TSR - Three Stage Rocket - an entry into "Set the Scene" contest.
The How to series: How to make a monster give out more points; How to make a permanent switch ; How to make Magic Mouths work in different ways
Current project: The Good Ship Prometheus
Read my blog. :P
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12-14-2008 #12
No...
I meant to be able to interact with it, not as in a sea wave, but as in the motion of it. There are ones in some of the MM levels. But you were on the right track. You only needto change the sync of the pistons to a couple of milliseconds apart.
You could also use it as a danger using 2 opposite eachother to crush you if you arent fast enough. Or you could electrify them so you need to time your jump as to not hit them, or to run past as it lifts up.
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12-14-2008 #13Positive Change Advocate
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Ah, so you mean a cascading sort of effect as a player element, most likely two opposing directions (roof and ground, left and right) which could crush the player?No...
I meant to be able to interact with it, not as in a sea wave, but as in the motion of it. There are ones in some of the MM levels. But you were on the right track. You only needto change the sync of the pistons to a couple of milliseconds apart.
You could also use it as a danger using 2 opposite eachother to crush you if you arent fast enough. Or you could electrify them so you need to time your jump as to not hit them, or to run past as it lifts up.
If I'm thinking of the same thing now, there are a few MM objects that do do this, I just can't think of precisely the ones off the top of my head. But the idea is that it slows the player down so they have to time their walk or get crushed.
Is that what you meant?Levels published: A journey through a digestive tract; The TSR - Three Stage Rocket - an entry into "Set the Scene" contest.
The How to series: How to make a monster give out more points; How to make a permanent switch ; How to make Magic Mouths work in different ways
Current project: The Good Ship Prometheus
Read my blog. :P
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12-14-2008 #14
Yep.Ah, so you mean a cascading sort of effect as a player element, most likely two opposing directions (roof and ground, left and right) which could crush the player?
If I'm thinking of the same thing now, there are a few MM objects that do do this, I just can't think of precisely the ones off the top of my head. But the idea is that it slows the player down so they have to time their walk or get crushed.
Is that what you meant?
Thats it.
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12-14-2008 #15Junior Sackperson
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Do a "How to make an Epic Boss"
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