Soniccuz wrote:the Boss idea would be useless for a level editor.
Kiddy14 wrote:(...) Ice level (...)
Umm... it will include custom Boss AI, even though it's a level builder. But I don't know about making new bosses quite yet...Simion32 wrote:Soniccuz wrote:the Boss idea would be useless for a level editor.
Jomingo wrote:...a level set in the Banana hoard levels...
Simion32 wrote: It could use the same freeze effect that the clouds do when fighting K. Rool in DKC2.
Actually, it sounds like a good idea. Might require combination of several terrain types (dock + cliff/mountain). That will be possible too, by the way.Soniccuz wrote:Another that's not too well thought out...
As soon as I get the other games in the trilogy into the resource extraction, and implement the features needed for handling the graphics (which isn't much) you will be able to cross-combine backgrounds, terrains, and foregrounds from every game.Jomingo wrote:Wait, Simion32, Volcano? You mean we can do DKC2 level terrains too?
Simion32 wrote:As soon as I get the other games in the trilogy into the resource extraction
It might, however, be a problem when Diddy tries to throw Kiddy, as that would just look weird if normal sprites were used.
Jomingo wrote:It would be cool to make our own Minecart/Roller Coaster levels. Those are some of the best in the games.
Kiddy14 wrote:The topic's purpose is to tell your ideas for Custom levels, as in:
"A mainbrace level where ice crystals fall and if you touch them you die, having to climb in a simmilar way of Kreepy Krow's boss battle" or something like that
If you like those kind of levels, you can tell us if it's just a normal kind of level, or if in the, for example, DKC2 castle the floor is now going down and you have to fell in order of being crushed. Things like that =P
Simion32 wrote:...you will be able to cross-combine backgrounds, terrains, and foregrounds from every game.
Soniccuz wrote: a robotic scorpion boss that would bury itself in the sand and strike with its tail, with its head being the Achilles' heel.
Gnawzooka wrote:I think it'd be cool to have a level that involves defeating lots of enemies before you can move on to the next part of the level
I want to implement this, but there are several things I need to consider. Particularly where in the whole process that custom pallets should be defined.Qyzbud wrote:Are we going to be able to define custom palettes for terrain tiles (collectively, or even for a single tile)?
Actually, I'm quite unsure as of yet what all will be special effects. The engine cannot handle very large amounts of alpha-blending, so anything with tons of alpha is out of the question. Alpha blending (or subtraction, really, such as the the Jungle Hijinxs night effect) and gradient effects would fall under the special effects category. I haven't thought of many other things, do you have some suggestions?Qyzbud wrote:What are these 'special effects'?
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