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       #Post#: 1361--------------------------------------------------
       Sprite Ideas Hub
   DIR By: Zenwarrior54
       Date: January 16, 2014, 12:11 am
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       Confused? Click here.
  HTML http://gamestarmechanic.com/game/shared/153073/000e7ee524892bfc1245df2a0499bf5b
       Post your ideas below!
       #Post#: 1362--------------------------------------------------
       Re: Sprite Ideas Hub
   DIR By: Iaashadow
       Date: January 16, 2014, 5:42 am
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       and I posted mine on the game, wow should've come here first
       #Post#: 1364--------------------------------------------------
       Re: Sprite Ideas Hub
   DIR By: Omni_Builder
       Date: January 16, 2014, 2:13 pm
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       Thanks for including my Lobber idea in the game! I've actually
       been putting lots of ideas into a document that I haven't shared
       with anyone until now. I guess I'll put them here:
       General Ideas
       - Game Folders: The ability to sort your games into various
       folders like "puzzle," "story," "1-level games," and so on.
       These folders can be seen by anyone who visits your workshop,
       allowing people to play the genre they want. This would be
       useful for people who create many different types of games.
       - Pause Menu Tips: An option in the Game Settings. If turned on,
       whenever the player dies or opens the Pause Menu, the menu also
       includes a random Tip from the game intro.
       - Walkthrough: A Special Command that comes with the Mentor
       Badge. When activated, a red path appears leading you through
       the level. The path is created by an avatar that previously beat
       the game, and the length of the path is recorded. If a player
       beats the game and his/her path is shorter than the recorded
       one, the new path replaces the old path.
       - Texture Packs: A Special Command that comes with the
       Apprentice Badge. Lets you change the look of the game you're
       playing to something more familiar. Minecraft? Final Fantasy VI?
       - Overlapping: Allows you to overlap sprites without using the
       glitch. You can select an option which lets you place sprites on
       top of other sprites, or hold the Shift key when placing
       sprites.
       - Background Builder: An option in the Toolbox. Allows you to
       use a number of decorative sprites, and their variations, to
       build custom backgrounds easily. There could be a "shading"
       slider that allows you to fade out the background and make it
       more background-y.
       - Hotkeys. Press Z for Move, X for Wrench, C for Clone and V for
       Delete. If you're using a particular set of sprites very often,
       you can assign them to the 1-9 keys in order to select them
       easily.
       - Level Speed. A Level Setting which causes the level to scroll
       sideways on its own. If the level is unbounded, the avatar is
       fragged if it can't keep up. If the level is bounded, it pushes
       the avatar along with it.
       - Hidden Sprites. You can find them in large Quest levels, or by
       competing achievements. This would add a lot of replay value to
       the Quest:[/u] a free exploration mode in which you can complete
       harder optional challenges and find new sprites.
       New Achievements
       - Classic Completionist: Beat a game with at least 500 plays and
       at least 4 stars, which has been beaten by less than 10% of its
       players.
       - Fluent: Design a game with 4 or more stars, 5 or more reviews
       and no blocks.
       New Options for Old Sprites
       - Single Use Message Block: An option for Message Blocks. When
       active, the message block becomes transparent and no longer
       activates when you touch it. To read it again, walk up to it and
       press "Z."
       - High Score: An option for the Score Keeper. It records your
       score, but doesn't require you to get points in order to win the
       level. At the end of the level, a "high scores" table is
       displayed.
       New Sprites
       - Trigger Block: Similar to sw138994's button idea. It's a
       nonsolid block that changes a certain square to a certain sprite
       when you press 'Z' over it. It can create sprites like powerups
       or even bullets, it can destroy sprites (by replacing them with
       air), and it can turn sprites into other sprites. To place the
       Trigger Block, click where you want the block to go, then click
       the square you want to change. You can make the trigger block
       invisible, collision-activated and/or reusable depending on
       settings.
       - Bomb: An item. When you step on it, it starts flashing and
       then explodes, damaging enemies and even destroying blocks. If
       you have a Backpack, you can pick up these bombs and place them
       where you want. Settings include damage, blast radius, fuse
       time, and the type of block it can destroy.
       - Goto Block: A special kind of Goal Block. When the avatar
       touches it, the avatar is transported to the corresponding Goto
       Block in some other level. Levels connected by Goto Blocks
       (besides the first one) do not contain avatars, instead using
       the avatar from the connected rooms. This allows for more
       non-linear level design.
       - One-Way Walls: A wall which only blocks entities coming from a
       certain direction. This includes bullets. Possible skins could
       include Roadblock and Platform.
       - Cannon: A special type of enemy. It fires large bullets which
       pierce through destructible objects and cannot be destroyed by
       your bullets. Not only would this make for interesting battles,
       but it could also be used to build some interesting machines.
       - Boss: Every possible option and setting is available to this
       enemy. Only one can be in the game at once. Can be moved to
       different places with portals or the Trigger Block (see above),
       allowing for fights with multiple "phases". It health can be
       between 1 and 100, and its health bar is always at the top of
       the screen.
       - Boss Block: Goes with the Boss sprite (see above). The Boss
       Block is destroyed when the boss's health is reduced to a
       certain value.
       - Loot: This item cannot be placed on an empty square, but is
       instead placed on top of an enemy or destructible block. When
       designing, Loot appears as a small icon over the enemy or block
       it's attached to. When the attached sprite is destroyed, it
       turns into an item.
       - Elites: Powerful enemies that follow the player, even in
       Platformer games. They react to your attacks, moving around them
       or jumping over them if possible. You can adjust their reflexes
       in the enemy settings.
       - Supplier and Spitter: These sprites occasionally spawn other
       sprites. The Supplier is a mobile item generator, while the
       Spitter is a mobile enemy generator.
       - Shaman: An enemy which fires Transmogrifier bullets.
       - Shooter: A platformer sprite which can shoot up, down, left or
       right, depending on settings.
       - Buff Remover: A nonsolid block. When the avatar touches it,
       all active power-ups (including infinite keys) are removed from
       the avatar.
       - Cube: A block which acts like an enemy. It can be destructible
       or indestructible depending on settings. If its damage is set to
       0, it acts like a motion block (though it's still affected by
       gravity).
       - Turret: An enemy which actually aims at the avatar.
       #Post#: 1365--------------------------------------------------
       Re: Sprite Ideas Hub
   DIR By: Iaashadow
       Date: January 16, 2014, 2:29 pm
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       Ah, all good all good, If I may add more functionality stuff.
       The trigger block should also turn movement of motion blocks on
       and off while moving blocks can/cannot activate them.
       Locks and Keys with specific number generator
       Level selection and a cookie-esque save feature for long games.
       More stuff to help shops:
       sword powerup
       AMMO FOR GUNS
       energy to power phasing or double jump
       items being able to carry over from level to level
       losing evverything when you die checkpoint or not (toggleable of
       course)
       Cut-scene tools:
       Auto-prompted text
       Scripting avatar or enemy movement to create scenes.
       Screen shake
       The ability to move the camera to show something then revert
       back to the avatar.
       Seamless level transition option
       and finally and the ones that will probably never happen
       Multiplayer and Multiplayer tools
       Scripting events
       #Post#: 1366--------------------------------------------------
       Re: Sprite Ideas Hub
   DIR By: Iaashadow
       Date: January 16, 2014, 2:37 pm
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       Oops, forgot about my IaaCollab ideas:
       SINGLE COPY DRAFT SHARING: the owner of a draft game could send
       it to certain users who agree to collaborate at certain times so
       a joint game could be made easily (premium, of course) All
       mechanics would be credited on the game alley page
       INTEGRATED DESIGN TEAMS:
       very self-explanatory, would have their own workshop which team
       leader has access to and could make drafts for game creation by
       the team. workshops would show team membership and be premium
       only
       REMAKES:
       With permission from original designer a new designer (premium,
       because of sprite access) could remake the game into something
       new and original (permission required to prevent copying) Credit
       to the original would be given in "the designer" section
       #Post#: 1368--------------------------------------------------
       Re: Sprite Ideas Hub
   DIR By: idodi
       Date: January 16, 2014, 4:44 pm
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       I've always wished users could copy levels. It's really annoying
       when you have a couple of levels in the same "house", and you
       have to make it over and over again.
       I also wish you could see who won your games. It would make
       their job easier for mechanics who put fancy codes (which
       require updating) at the ends of their games to verify their
       wins.
       I don't think mechanics should be allowed to rate games one gear
       without beating it. Also, they can't rate games one stars
       without writing text in their review. Although some may write
       gibberish, they could be reported.
       The ability to edit and delete comments! Also deleting reviews
       completely.
       Private messaging? Maybe? Posting things on other peoples' games
       is awfully public.
       Mechanics shouldn't be able to review or favorite their own
       game. Seriously, it skews data.
       #Post#: 1369--------------------------------------------------
       Re: Sprite Ideas Hub
   DIR By: Lilium
       Date: January 16, 2014, 4:50 pm
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       ... All of you just stole all of my current and possible ideas
       from my head. Grah.
       #Post#: 1370--------------------------------------------------
       Re: Sprite Ideas Hub
   DIR By: Lilium
       Date: January 16, 2014, 4:54 pm
       ---------------------------------------------------------
       --- Quote from: idodi link ---
       >
       > I don't think mechanics should be allowed to rate games one
       gear without beating it. Also, they can't rate games one or two
       stars without writing text in their review. Although some may
       write gibberish, they could be reported.
       >
       --- End Quote ---
       imo, this would lock out a lot of people's opinions and repel
       players.
       #Post#: 1371--------------------------------------------------
       Re: Sprite Ideas Hub
   DIR By: bfitzpatrick
       Date: January 16, 2014, 6:03 pm
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       I got a few:
       Changing Backgrounds These would only be available if you have
       completed the custom backgrounds challenge. They can be gifs or
       videos. These would be good for a plot which has a time change.
       Custom Music Put custom music in a game. This would have its own
       special premium challenge.
       3D Games I know, this is NEVER going to happen. But you can
       always dream!
       #Post#: 1373--------------------------------------------------
       Re: Sprite Ideas Hub
   DIR By: 3448systemSKY
       Date: January 16, 2014, 7:55 pm
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       Ooh! Ooh! Ah gat sum! Ah gat sum!
       - BOMBARDERS: Enemies who shoot in all cardinal directions at
       once.
       - FLYERS: Platform enemies that can fly.
       - MEGASCOUTS/MEGAMARKSMEN 2x2 sized top-down avatars. Revenge on
       MegaChasers and MegaSnipers!
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