I'd like to share with you this level. Well this idea, as it does not feature a lot of gamplay, and it's really really short.
At first, I've planned to make more arround this idea, but was not able to make it work in game, and it was not as precise as I wanted it to be. So here it is, a concept with a few gameplay ideas, wrapped in a really really short level. I hope you'll enjoy it though
Spoiler - Some pictures in the spoiler below
Have fun !
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Thread: Shadows (A 1 player only level)
Shadows (A 1 player only level)
- Join Date
- Feb 2009
- Great State of Texas
- Blog Entries
this looks pretty slick. adding to the queueFollow me on the twitterz @bioswoop
This was amazing level, it was just so mathematicly right made. I see that you had to think pretty well of lightning to put those shadowes into correct places. As far as I can remeber you published in a pretty short time 3 amazing levels, and just have to wonder how your head can bring all of those ideas. Just brilliant work, hearted
-I like how in the intro the shadows came together and made the word shadow that was really good
-Also like how you used the shadows to give you score bubbles and how you allow the player to pull the switch using the shadow
-The whole level period is very unique how you done it.
-Very enjoyable level
-The day and night buttons with the shadow changes just really good
Very creative level you have here and perfect name to go with it..Great job keep up the good work!Levels(10)1.Vinery *Spotlighted*
2.Motif Underworld *Spotlighted*
3.Mystic Chill *Honourable Mention*
4.Obscure Cavern *Newest level*
I saw that a lot of people were wondering about how i've made the level, and a lot wanted to see behind the curtains. A lot of you probably already know how it was done, but for the others and curious pepole, here is the explanation!
Spoiler - The long explanation in a poor english with pictures!
Let's start with the basic idea of walking on shadows. I want to allow the sackperson to walk on this shadow
It's based on the trick to make matter invisible. All you have to do is picking a matter that have rounded corners and no border. Dark Matter is fine in most cases, but its main drawback is that it can't move. Others materials do the trick, all you have to do is making a line of this material, and shrinking it until it's invisible.
Then I used the piece of invisible matter to make the shadow's border. Be careful, you can make the invisible matter longer by copying and pasting it aligned with the first one, but it have to be a line. If you cross the invisibe matter with another one, you will see it. Here you have the 4 borders, and the Sackperson can walk on it! Yeah!
But it's invisible, and can only be selected by box selecting it (don't know the real english term for that, hope it's clear). Working in create mode with it will be difficult. So I've placed a sticker panel (you can use hologram if you havn't sticker planel material) arround it and glued everything together, placed an antigravity tweaker with 100% dampening to prevent it from falling.
But you can notice that if you jump down, you can be catch between the invisible barriers. To prevent it to happen, just add a thin invisible plasmified sticker panel or hologram shape in front of it. This was not usefull in the final version of the level as we'll discuss later, but maybe you'll need it.
And voilà, here is an invisible shape you can move and see in create mode. All the level is based on this idea. The score bubbles are simply triggered by player sensor (i've made the color blue for this picture, but in my level the color code for score bubbles was yellow, as you can see later on screenshots).
I wanted to be able to move it, so I glued the shape that was casting shadow to the shadow shape.
As the invisible matter have to be a line, the grabbing balls are made of lot of invisible lines. There's a small logic piece to copy the rotation on the real ball, and you can notice that the center of rotation is on a sticker panel, not on the real wall, to let me move it easily.
In the part where you're switching from night to day, the Shadows are destructed and emmited each time you press a button to change the lightning. You can noticed that there are 2 set of players sensor for the score bubbles, one for each lightning.
In the part where the shadows are slowly changing, the invisible barriers are moved by a piston synchronized with light change, as well as the score bubbles. That part is not really precise, as the light change is not linear (it starts slowly, then speed up, then slow). But it's kind of working. More gameplay was planned arround this idea but it was not precise enough. Maybe there's another way to synchronize it, but I havn't found it yet.
For the buttons, it's really simple too. I've made an invisible barrier in the shape of the button. When the player is in an area where he's standing on the shadow button, a piston make it move, and another piston push an invisible barrier on the real button.
And voilà! The first shadow bridge in create mode looks like this for example :
While creating the level, I realized that the player always have to be in the back layer, so I've put large pieces of invisible plasmified sticker panel in front of the level. I no longer neded the small one in front eache shadow, but It depends on where you need shadow and how you set your cameras. To tell the truth, placing cameras for this level was a nightmare, as the objects casting shadows were always in front of the player.
I hope it was clear and if you wanted to know how the level was done, I hope you've understand it now with my poor english. Feel free to ask questions if you have any
The idea is great and the result is awesome, I love it !
Excellent job !
Je te souhaite de continuer à faire d'excellents niveaux
Oh man, I played this last night after it had made its way up the "Cool Levels" page. It was really, really impressive, I had a great time playing it. No complaints at all, very good work
- Join Date
- Aug 2009
- U.S.City where the 09 Football
Was speechless as i played this. Great work, here's a video on me
This is definetly one of those instances where a few pictures just won't cut it for advertising a level