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Silver
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Sunday, July 19 2009, 1:17 am EST

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Er...switches red things poking out of the ground. Just step on it and something happens. Maybe, say switches open "mini-doors" that block your way? There should also be a rusted switch that you can't push down yourself, but a metal crate or something like that can.

Maybe there could be an option, when you put a switch tile on the map, you click a tile that switch activates when pushed down.

Spiked ball - touch it and die. Simple.

Mini-doors: Not the goal door, but say some sort of small door that blocks your way. There should be two types: a sideways one and a normal one.
Quirvy
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Sunday, July 19 2009, 1:34 am EST
  

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'Chelinka' said:
Er...switches red things poking out of the ground. Just step on it and something happens. Maybe, say switches open "mini-doors" that block your way? There should also be a rusted switch that you can't push down yourself, but a metal crate or something like that can.

Maybe there could be an option, when you put a switch tile on the map, you click a tile that switch activates when pushed down.

Quirvy's Concensus: REJECT. To vague. Please don't make ideas if you don't know what the idea's will do when you think them up.

Spiked ball - touch it and die. Simple.

Quirvy's Concensus: NEUTRAL. Same think as a spike, except maybe they fall like boulders, but even so they wouldn't be very useful.

Mini-doors: Not the goal door, but say some sort of small door that blocks your way. There should be two types: a sideways one and a normal one.

Quirvy's Concensus: Leaning REJECT



spooky secret
Livio
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Sunday, July 19 2009, 1:48 am EST

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hey the mini door is like csd's (I think it was csd's) idea for a lock and key set of tiles. I think that got rejected, though...
canadianstickdeath
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Sunday, July 19 2009, 1:56 am EST

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It was not mine. I totally rejected it, lol. 'Twas jebby.

Of all those, I could be convinced of spike balls. I sort-of like the idea of a boulder that you're can't push.
Livio
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Sunday, July 19 2009, 2:02 am EST

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in that case, a flaming boulder (not a flamming_bolder, whatever that is....) would be better.
Quirvy
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Sunday, July 19 2009, 2:09 am EST
  

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lol. Let's keep it at spikeball, first.

I can see how you could kind of use it, and have it affected by gravity and suck. You know what? I'm gonna change it to neutral.



spooky secret
canadianstickdeath
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Sunday, July 19 2009, 2:22 am EST

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For me it's kinda like, a spike ball is basically a combination of already existing properties, so why not allow it?

I keep getting the feeling we should just have a bunch of properties, and you can make your own tiles by combining them together and providing your own graphics. Of course, there'd be a default set of tiles and graphics, and then people could upload blank levels with just the custom tiles and graphics set up for you to use, if you don't want to make your own. ... ???
Livio
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Sunday, July 19 2009, 2:26 am EST

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that's a really cool idea csd. And now that I know the baics of OOP, I can tell that it wouldn't be much of a hassle to do, if organized right
Harumbai
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Sunday, July 19 2009, 2:30 am EST
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except then everyones levels would have to start off with a tutorial.


Upcoming HatPC level: Sanctuary, coming soon to an internet browser near you...
canadianstickdeath
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Sunday, July 19 2009, 2:32 am EST

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I've had this idea for a while, but I don't remember why I didn't post it earlier...

OK yeah I do. It's because it reminded my heavily of the way Zelda Classic works (sort-of, anyway... The "properties" aren't all that extensive). But it'd be neat if Aeon was like, the Zelda Classic of puzzle-platformers.
Livio
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Sunday, July 19 2009, 2:32 am EST

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'Harumbai' said:
except then everyones levels would have to start off with a tutorial.
yeah, so everyone would know what's what. Or maybe when you load a level, any custom elements will be automatically put in a list, where you can later re-access any time during the level via the pause screen
canadianstickdeath
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Sunday, July 19 2009, 2:33 am EST

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"except then everyones levels would have to start off with a tutorial."

Then, you'd have to be able to make full-on games, and not just single levels, wouldn't you... See, told you it was too much like ZC.

If you use the default tiles, though, you wouldn't have to make a tutorial.
Livio
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Sunday, July 19 2009, 2:34 am EST

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'canadianstickdeath' said:
I've had this idea for a while, but I don't remember why I didn't post it earlier...

OK yeah I do. It's because it reminded my heavily of the way Zelda Classic works (sort-of, anyway... The "properties" aren't all that extensive). But it'd be neat if Aeon was like, the Zelda Classic of puzzle-platformers.
of course for the level maker, we'd have to focus on the default tiles first as the default setting. b/c if we just let people pick and choose the properties, it would raise the learning curve of the editor and may also make making levels slower. but either way, there should still be an option for that kind of stuff
canadianstickdeath
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Sunday, July 19 2009, 2:39 am EST

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'Livio' said:
of course for the level maker, we'd have to focus on the default tiles first as the default setting. b/c if we just let people pick and choose the properties, it would raise the learning curve of the editor and may also make making levels slower. but either way, there should still be an option for that kind of stuff

You can always pick and choose properties, but when you first open the editor, you'd get the types of things that we used in the main game.
Livio
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Sunday, July 19 2009, 2:40 am EST

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yup. that's what I meant but I worded it all complicated....

this really isn't the right place to talk about this idea, is it?
canadianstickdeath
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Sunday, July 19 2009, 2:47 am EST

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Not at all, lol. The property-mixing nature of the spike balls idea set it off....

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