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#Post#: 1361--------------------------------------------------
Sprite Ideas Hub
By: Zenwarrior54 Date: January 16, 2014, 12:11 am
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HTML http://gamestarmechanic.com/game/shared/153073/000e7ee524892bfc1245df2a0499bf5b
Post your ideas below!
#Post#: 1362--------------------------------------------------
Re: Sprite Ideas Hub
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
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
[list]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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?[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[/list]
New Achievements
[list]
[li]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.[/li]
[li]Fluent: Design a game with 4 or more stars, 5 or more
reviews and no blocks.[/li]
[/list]
New Options for Old Sprites
[list]
[li]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."[/li]
[li]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.[/li]
[/list]
New Sprites
[list]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]One-Way Walls: A wall which only blocks entities coming from
a certain direction. This includes bullets. Possible skins could
include Roadblock and Platform.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]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.[/li]
[li]Supplier and Spitter: These sprites occasionally spawn other
sprites. The Supplier is a mobile item generator, while the
Spitter is a mobile enemy generator.[/li]
[li]Shaman: An enemy which fires Transmogrifier bullets.[/li]
[li]Shooter: A platformer sprite which can shoot up, down, left
or right, depending on settings.[/li]
[li]Buff Remover: A nonsolid block. When the avatar touches it,
all active power-ups (including infinite keys) are removed from
the avatar.[/li]
[li]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).[/li]
[li]Turret: An enemy which actually aims at the avatar.[/li]
[/list]
#Post#: 1365--------------------------------------------------
Re: Sprite Ideas Hub
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
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
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
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
By: Lilium Date: January 16, 2014, 4:54 pm
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[quote author=idodi link=topic=207.msg1368#msg1368
date=1389912246]
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.
[/quote]
imo, this would lock out a lot of people's opinions and repel
players.
#Post#: 1371--------------------------------------------------
Re: Sprite Ideas Hub
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
By: 3448systemSKY Date: January 16, 2014, 7:55 pm
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Ooh! Ooh! Ah gat sum! Ah gat sum!
[list type=decimal]
[li][font=arial black]BOMBARDERS:[/font] Enemies who shoot in
all cardinal directions at once.[/li]
[li][font=arial black]FLYERS:[/font] Platform enemies that can
fly.[/li]
[li][font=arial black]MEGASCOUTS/MEGAMARKSMEN[/font] 2x2 sized
top-down avatars. Revenge on MegaChasers and MegaSnipers![/li]
[/list]
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