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Colt
by Zen
October 29, 2023, 01:41:30 am
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Sanctum Discussion
by Zen
September 25, 2016, 09:45:20 pm
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Sanctum/Divided
by Zen
May 02, 2016, 12:33:20 am
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Multi-screen wraparound
by Iaashadow
March 01, 2016, 06:23:13 am
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Re: Sanctum/Divided
by Zen
February 27, 2016, 11:20:17 am
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Divine Chaos Apparatus
by JamesGames
February 12, 2016, 05:36:35 pm
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GUNS WAR 3 FREE FOR ALL
by t3Entropy166
February 03, 2016, 07:19:22 pm
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Sandsteppe
by Leaping Deer
February 01, 2016, 07:59:21 pm
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R.I.P. Gamestar Forum 1.0
by Stickly
January 30, 2016, 12:19:39 am
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Re: The Beginning of Sameness: A Giver Prequel
by Tomuslahm
January 27, 2016, 11:27:49 pm
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Re: Zoology Impersonation Personification Roleplay
by Tomuslahm
January 27, 2016, 11:21:28 pm
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Re: Fate Characters
by JamesGames
January 24, 2016, 01:17:04 pm
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Fate Characters
by JamesGames
January 24, 2016, 01:16:39 pm
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True & False
by Stickly
January 23, 2016, 05:07:24 pm
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Alter
by Nitrox
January 20, 2016, 07:33:58 pm
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This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Omni_Builder
1
« on: May 15, 2015, 10:47:01 am »
Looping Level: An alternative to wraparound. The level is surrounded by copies of itself, so that you can run infinitely in a single direction without leaving the level. It's basically the same as wraparound, except it's smoother, it works with multiple screens, and it allows for infinite environments.
Badge: When the player picks up this item, they get a customized badge which shows up in a special folder of their Workshop. These badges can be refused, deleted or rearranged; this means that the player can build a collection of their proudest accomplishments.
2
« on: May 03, 2015, 07:52:56 pm »
Here's my attempt at making a knights-and-knaves riddle:
You meet four amateur riddle-tellers; Alex, Barbara, Carl and Dave; who ask you to solve a riddle.
"Two of us tell the truth, but two of us are liars..." says Alice.
"No, that's not right--one of us tells the truth, and three lie," says Barbara.
"What? But Alex never said that we had fewer than two truth-tellers," says Carl.
"Could you help us out?" Dave asks you. "How many of us are liars in this riddle?"
"No need," you respond, "I already know which of you are lying and which of you are truthful."
Who are the liars?
3
« on: April 15, 2015, 03:08:23 pm »
Here are some new System Sprite ideas: Attempt Keeper: This system sprite increments by 1 every time you restart the level. Distance Meter: A system sprite which monitors the avatar's position. Settings include: - What the meter should start at.
- How quickly the meter should increase/decrease as the avatar moves.
- Whether the meter should increase as the avatar moves up, down, left or right.
War Meter: A system sprite which compares the populations of two different enemies. The population of the first sprite is shown on top, and the population of the second sprite is shown on the bottom. If the first number reaches 0, you lose; if the second number reaches 0, you win. Hidden System: A system sprite which is invisible to the player. The system sprite it represents can be chosen and edited in the settings menu, much like a Gift sprite.
4
« on: April 10, 2015, 02:59:11 pm »
I enjoyed the first season, but it was a while ago.
5
« on: April 08, 2015, 09:58:45 pm »
Slot Block: A block with a horizontal or vertical opening running through it; bullets can pass through, but sprites cannot.
Wanderer: An enemy which moves diagonally and bounces off solid objects.
Ninja: This enemy becomes intangible whenever you fire a bullet, making it immune to all attacks. However, it has a short delay before disappearing, so you can frag it by firing at close range.
Locked Chest: A treasure chest with a red, blue or green lock. When a key is applied to it, it reveals the item inside.
Gold Gear: An optional item. When someone posts a review of your game, the number of gold gears she collected is displayed above the review. This would be extremely useful for people who want to design games with optional goals.
Power Brick: When you touch this block, every enemy on the screen is damaged. The block can deal 1 to 5 damage.
Beam Block: A destructible block which fires a continuous beam up, down, left or right. The avatar will be damaged if it tries to cross the beam's path.
6
« on: April 02, 2015, 07:37:51 pm »
Speeder: A variant on the Tank set, for use in racing games. Here's how it works: - The avatar always starts moving at speed 1 and accelerates over time. Its speed is halved when it takes damage, and it slows down when bumping into solid objects. "Speed" and "Acceleration" can both be set.
- The avatar turns much more slowly than tanks do, making it easier to handle.
- If the Attack button is held while turning, the avatar drifts, emitting a trail and dramatically increasing its turning speed. There could even be a setting which makes it so that you deal damage to enemies while drifting.
7
« on: March 28, 2015, 12:21:44 am »
I'd get as far away from the oceans as possible.
What would you do if we discovered aliens, but have no information about them?
8
« on: March 16, 2015, 06:40:32 pm »
Ah, I was wondering what "IAA" meant.
9
« on: March 15, 2015, 09:00:26 pm »
To be honest, I settled on Omni_Builder in about 30 seconds; I've thought about changing to "Isometrus," but eventually decided that it would be more confusing than an improvement.
Omni_Builder refers to the fact that I like to build all different types of games. At least, that's how I envisioned it during my early days of playing Gamestar Mechanic, and I've tried to keep up with the title.
10
« on: March 08, 2015, 12:38:26 am »
Swift/Slime: An item which changes the avatar's speed, permanently or temporarily. There are two options: if set to "add," the speed value is added to, or subtracted from, the avatar's current speed (minimum of 0, maximum of 15). If set to "set," the avatar's speed is changed objectively, overriding all other swift/slime effects. Tools: Items which grant extra abilities to the avatar. However, only one tool can be equipped at a time. Without a backpack, picking up a tool will replace the currently equipped one. With a backpack, picking up a tool will return your equipped one to the backpack. This could be very useful in Naviron games, where the player must build a collection of tools and switch between them to solve different puzzles. Possible tools could include: - Hammer: A melee weapon which frags destructible blocks, but deals no damage to enemies.
- Knife: A melee weapon which deals damage to enemies, but does not affect destructible blocks.
- Wand: Places a destructible block in front of the avatar.
- Teleporter: Allows the avatar to teleport 2 blocks in the direction it's facing. If the avatar were to teleport inside a block, the teleporter fizzles out.
- Bubble: Any damage inflicted on the avatar is reduced by 1, to a minimum of 0.
- Mirror: A shield which can be used to reflect red bullets, turning them into blue bullets.
- Grappling Hook: Fires a hook which damages enemies and returns to the avatar when it collides with a sprite. The hook can also be used to collect items from a distance.
- Claws (Platformer only): Allows the avatar to climb by moving against a vertical surface.
Acheron Guard: A sprite with both a shield and a blaster, which encourages more strategy-based action games.
11
« on: March 05, 2015, 11:49:41 pm »
Naviron Minotaur: An enemy with no Turn Direction option. When it hits a barrier, it checks to see if there is a block to its left--if not, it turns left. If so, it checks to its right, turning right if free. Otherwise, it reverses its direction. This could be an interesting dynamic in top-down games, if enemies could actually navigate simple paths.
Karakuri Spring: A jumping enemy for top-down games. It hops like a Bunny or a Cricket, but it only inflicts damage while it's on the ground. This means that the avatar can run underneath it while it jumps by.
Blue Thief/Red Thief: Based on the Thieves from Chip's Challenge. When the avatar touches the blue thief, all its powerups are taken. When the avatar touches the red thief, all its keys are taken.
Timer Block: Destroys itself when the Timer reaches a certain value. This could be useful for choreographed events.
Zoom: When testing a game, you can zoom out the level, allowing you to see more of the game at once. This could be very helpful, especially if the designer wants to see how close an avatar can get to a sprite before it activates. This feature could also be available to teachers as one of their "cheats."
More Lose Messages: When the avatar is fragged, the lose screen could show an image of the enemy or block which fragged it.
Debug Mode: A little button in the bottom-right corner can be used to play the game in Debug Mode. In this mode, an extra System sprite is added which shows the framerate of the game and the number of sprites which the level is processing at once. In addition, enemies and blocks could leave colorful trails which indicate their paths and motion patterns.
Racers: Enemy tank sprites which are constantly turning slightly to the left or the right, causing them to move around in circles. The shooting version of these sprites could be even more interesting.
12
« on: February 23, 2015, 08:54:21 pm »
Art Ye Grounded For Realism, I Mean, Rationally?
MARQUEE
13
« on: February 22, 2015, 04:54:04 pm »
Bananas, Apples And Apricots Apply Amazing, Active Aminos And Appreciate Abdominal Aptitude After A Healthy Helping. Have Hydrocarbons, Help Humors, Healthy Home.
(Edit: NOOOOOOOO!)
ONOMATOPOEIA
14
« on: February 21, 2015, 04:01:35 pm »
Interesting:
1+(1/(1+(1/(1+(1/(1+...)))))) = (1+√5)/2.
Very Interesting:
1+√(1+√(1+√(1+√(1+...)))) = (1+√5)/2.
Extremely Interesting:
x+(y/(x+(y/(x+(y/(x+...)))))) = (x+√(x2+4y))/2.
Inconceivably Interesting:
Let Fn be the nth Fibonacci number. As n increases, Fn+1/Fn approaches... ...(1+√5)/2.
Scalebreakingly Interesting:
If ϕ=(1+√5)/2 and Ψ=(1-√5)/2, then (ϕn-Ψn)/√5 is always an integer... ...and is equal to Fn.
15
« on: February 21, 2015, 02:25:27 am »
Soap Opera Series.
MENTOS
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