Screenshots of Repidgit's game #11

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Re: Screenshots of Repidgit's game #11

Postby Fuyu » Wed Apr 22, 2020 8:49 pm

This idea has been on my mind for the longest time and I have delayed because I was too lazy to make it. No more, I need to let the world know this is a thing.
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Re: Screenshots of Repidgit's game #11

Postby Darkonius Mavakar » Thu Apr 23, 2020 6:44 am

Probably one of my fav levels i've designed for Delightful Adventure 2
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Re: Screenshots of Repidgit's game #11

Postby Alucard648 » Thu Apr 23, 2020 11:33 am

Natsu wrote:
Wed Apr 22, 2020 8:49 pm
This idea has been on my mind for the longest time and I have delayed because I was too lazy to make it. No more, I need to let the world know this is a thing.
Spoiler: show
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Clever usage of layers and events. I think this can be done in SMBX 1.3.

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Re: Screenshots of Repidgit's game #11

Postby Enjl » Thu Apr 23, 2020 11:50 am

Alucard648 wrote:
Thu Apr 23, 2020 11:33 am
Natsu wrote:
Wed Apr 22, 2020 8:49 pm
This idea has been on my mind for the longest time and I have delayed because I was too lazy to make it. No more, I need to let the world know this is a thing.
Spoiler: show
Image
Clever usage of layers and events. I think this can be done in SMBX 1.3.
Don't even need layers or events these days. The magic of onColorSwitch, block:transform(id), and custom range passthrough blocks~ Keeps the block count low and makes it so you don't need to place every block twice.
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Re: Screenshots of Repidgit's game #11

Postby Fuyu » Thu Apr 23, 2020 6:25 pm

I didn't know that method existed, I did exactly what Alucard648 said. I also don't know what you mean by placing blocks twice, all I did was arrange a section with BGOs for the Off state of the switch platforms and make it so that there are two layers of On states for different blocks and placed them on top of the BGOs. I must say that designing around this gimmick is really boring and time-consuming.
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Re: Screenshots of Repidgit's game #11

Postby Ness-Wednesday » Thu Apr 23, 2020 10:50 pm

I've been making this creepy little hub for my episode's demo. I didn't think it would be this creepy
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Re: Screenshots of Repidgit's game #11

Postby Hammerless Penguin » Fri Apr 24, 2020 2:25 am

im having too much fun with these barrels.
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Check out this big neat project coming soon to smbx2 beta4!
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Re: Screenshots of Repidgit's game #11

Postby Enjl » Fri Apr 24, 2020 5:01 am

Natsu wrote:
Thu Apr 23, 2020 6:25 pm
I didn't know that method existed, I did exactly what Alucard648 said. I also don't know what you mean by placing blocks twice, all I did was arrange a section with BGOs for the Off state of the switch platforms and make it so that there are two layers of On states for different blocks and placed them on top of the BGOs. I must say that designing around this gimmick is really boring and time-consuming.
Ah, you placed BGOS. I thought you placed custom-range blocks with the passthrough=true in block-n.txt. That's what I meant by "placing everything twice", essentially. If you switch the IDs with lua you would only need to place the initial state in the editor and can have lua transform the block into a passthrough block when a switch happens.
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Re: Screenshots of Repidgit's game #11

Postby skyhighway » Tue May 12, 2020 7:34 am

Hammerless Penguin wrote:
Fri Apr 24, 2020 2:25 am
im having too much fun with these barrels.
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Re: Screenshots of Repidgit's game #11

Postby TLtimelord » Wed May 27, 2020 1:41 am

The level has since been finished but I thought I'd drop this lil spit. Due to quarantine I've picked up the idea of doing an episode. First time in like ten years lmfao
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Re: Screenshots of Repidgit's game #11

Postby litchh » Sat Jun 06, 2020 8:10 am

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Re: Screenshots of Repidgit's game #11

Postby FireyPaperMario » Sun Jun 07, 2020 9:04 am

litchh wrote:
Sat Jun 06, 2020 8:10 am
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This level looks like something out of a MSX1 game.

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Re: Screenshots of Repidgit's game #11

Postby Locus » Thu Jun 25, 2020 7:37 am


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Re: Screenshots of Repidgit's game #11

Postby cato » Sat Jul 04, 2020 4:01 am

One of the levels of the episode I was playing. I have no words for it. This is just one section of one level in the episode.
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Re: Screenshots of Repidgit's game #11

Postby Fuyu » Sat Jul 04, 2020 9:43 am

Oh my god that's awful! It's so open and confusing, you can get lost in that thing.
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Re: Screenshots of Repidgit's game #11

Postby Snowy_Desert » Sun Jul 12, 2020 3:55 pm

cato wrote:
Sat Jul 04, 2020 4:01 am
One of the levels of the episode I was playing. I have no words for it. This is just one section of one level in the episode.
Spoiler: show
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Good lord you also have to collect red coins in that thing!
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might make levels soon

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Re: Screenshots of Repidgit's game #11

Postby litchh » Sun Aug 02, 2020 6:24 am

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Re: Screenshots of Repidgit's game #11

Postby chuckster » Sun Aug 02, 2020 8:05 am

cato wrote:
Sat Jul 04, 2020 4:01 am
One of the levels of the episode I was playing. I have no words for it. This is just one section of one level in the episode.
Spoiler: show
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i get... ash lake from dark souls vibes? strange.

edit: ash lake for the uninitiated:

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