I'm not working on anmything right now. After I finished Z-Day, Dead Rising and Madworld came along so I started playing those. (Only got Dead Rising to hold me over until Madworld came out, but it was better than I expected.)
I have a few interseting movements and things I was messing around with before I put down Blast Works. I plan on using them for MEGA LEVEL 09' when it really gets rolling, and that should get me back into the game again.
I had downloaded Roboter while switching around files for the movment editor, but never actually made it to the boss. Once I was done with the move I didn't have space to re-download it and finish it. :(
'WOW!' at that border effect for the boss. Incredible creativity and execution.
In response to Z-Day on
February 2, 2009 at 7:46am
I used a couple of Tri-Shot and Spread (Not sure if that's the name) stages with the rank setting for them at 0%.
The original shot gets multiplied, but the extra bullets don't spreaad out everywhere.
In response to Z-Day on
February 1, 2009 at 11:01am
Thank you, thank you, I'm proud of my baby. :P
@ MML: That reminds me, I forgot to mention the weapons... X_x
The shotgun and rocket launcher have been updated since the demo. The shotgun has a longer and wider range. The rocket launcher's shot no longer explodes but can pass through multiple enemies.
I was so glad the boss thing worked out. I think it's even funnier than headless spinning Blugborn. XD
@ Onyx: I originally made those wooden crates near the end of the level to use as walls to split up the powerups. Then I thought about bulding a weapon remover into each individual powerup so any weapon already being held would break off as you walked in to grab a new one.Then I thought it would be better to make the weapon remover seperate and force the player down a narrow path so they couldn't avoid it like in 'MegaLevel08'.Then I figured It would take so much "stuff" to force the player into using powerups the right way that it wasn't really worth it, so the weapon removers just ended up being their own seperate little stations. <_<
I never noticed the dismembered head thing until now. >_>About Blugborn, Slughead (big purple sub-boss) had to lose his head so the player could get in there and defeat Blugborn (who technically hasn't been born yet o_O). Blugborn himself... I just thought the headless stage was funny. :PAs for the headless dogs, I didn't want them do be one solid part so I seperated the head and body into two different pieces. Then I gave them each 1 health so the dog wouldn't just die from one shot. The whole "headless undead dog body running around" thing just sort of happened on its own. XDIf you want to bring up all the headless military snipers on the ground.... you got me on that one. :P
@ Spazer: I can't wait to see it. :OI've been thinking about making more characters. Specifically a four man special-ops team with different weapons for a four player mode where you'd have to use your character's weapons strengths to make up for the other characters weaknesses........ but I don't know how many people would actually play this with with three other people. D:
Stand so the weapon you want to equip is in your characters left hand and shoot the ammo box 3 times. There are now silhouettes to stand on so there shouldn't be any confusion. Total G-Dock knockoff, I'm sorry. <_<
When you want to switch from one weapon to another, use the gun removers you'll find at each new weapon location. The first one is clearly marked with text. Just stand on the black silhouette and your weapon should be stripped off. After that, you're free to go grab another one.
The extra pistols you'll see in the level are just there for multiplayer. Don't mind them if you're playing alone.
Another awesome level! :D I loved the neon buildings and the enemies that would "pop" open when destroyed.
I didn't get the cage thing at first either. I kept restarting the level thinking "I don't get it...", then I noticed what was going on and thought "Ohhhhh... NICE!". :P Now to steal the idea and use it in the zombie level.
In response to Blast Works 101 on
January 18, 2009 at 6:30pm
You can't make the sceen start to scroll again after you slow it all the way down to 0%. Since it's no longer moving, it won't run into any triggers to get it moving again.
Unless you mean you want the camera to stop scrolling at the boss and then have the level end once the boss is defeated.... that you can do.
Lay down the boss, the level end trigger, and then a scroll speed to 0% trigger. When playing the level the boss would appear and then the camera would hit the level end trigger before stopping. The level would end after any enemies left on screen are defeated in this situation. Without the level end trigger there, the level wouldn't end as long as there's any scenery on/in front of the camera.
About the "keeping the boss on camera" issue, what movement are you using as the main movement for the boss? If you have nothing set for the main movement on an enemy (the tab at the top of the screen) and instead set it to individual parts (movement tab at the bottom of the screen when adjusting part settings) the camera will keep scrolling past that enemy even if the movement being used would keep it on there.
When you're not using any movements the enemy shouldn't keep going past you if the scroll speed is at 0%... it should stay right where you lay it down in the level editor like a piece of scenery.
In response to ZombieDemo on
January 6, 2009 at 8:49am
I can't believe a chansaw never crossed my mind. O_O
I considered a lawnmower but I thought it would break the level seeing as you could just stand in one spot and enemies would die just by walking into you.
I made a chansaw weapon, and it works pretty well. If you're not careful with it, an arm may get by you and take you out. :P
Blood.... I'll see what I can come up with. D:
The characters aren't from L4D, but yeah, the group is a little similar. :P
In response to ZombieDemo on
January 4, 2009 at 8:22pm
There are a few weapons at the start to play around with. (Second Pistol, Shotgun, and Rocket Launcher)
To "equip" one:
Stand so your characters left hand is "holding" the weapon, then shoot the ammo box three times. For the Rocket Launcher, the little horizontal bar should be over their left hand (get close enough so it overlaps their shoulder a bit as well).
In response to Sunset on
November 13, 2008 at 7:52am
Quote Mr. Perfect: I absolutely loved it. The art was great and the enemies were cool. You have to tell me how you made the robot's arms move like that..
Special Thanks to MrMartinLee for letting me know how to get the title screen up there, and Gryzor for uploading the awesome custom tank movements used in the level. Hint hint, it's not in the tanks.
I'm fine with most of the limitations. They force you to get creative and make a great end result that much more impressive.
Vertical flip, the ability to rotate a group of selected blocks as a whole, the option to move multiple items between folders, and being able to choose a ship when testing in the level editor would be nice though.
Some neat ideas there, but I would have liked to see some of them taken a bit further. Enemies on the far left side of the screen to attack with the backwards shots, maybe a maze-like section for those mines with moving enemies and/or targets that open the path ahead (missing results in death), etc.
I'm didn't check the exact percentage, but it shouldn't take up very much space. I noticed that the level object limit stayed pretty low as I was working on it
I just unlocked this along with extra bullet sound effects after beating arcade mode on pilot. I can see the extra bullet sound effects in the bullet editor (goes up to 123 now), but I can't find the "skin settings" anywhere...
Anyone else unlock this and know what it does or where it's found?
I'm in lurk mode...
I'm not working on anmything right now. After I finished Z-Day, Dead Rising and Madworld came along so I started playing those. (Only got Dead Rising to hold me over until Madworld came out, but it was better than I expected.)
I have a few interseting movements and things I was messing around with before I put down Blast Works. I plan on using them for MEGA LEVEL 09' when it really gets rolling, and that should get me back into the game again.
Katina was my favorite in the series. :D
I had downloaded Roboter while switching around files for the movment editor, but never actually made it to the boss. Once I was done with the move I didn't have space to re-download it and finish it. :(
'WOW!' at that border effect for the boss. Incredible creativity and execution.
A small level to celebrate the upcoming release of 'MadWorld'.
Ship: Jack
For use with MadWorks.
I loved the first part over the water. The speed makes it look almost animated.
The mid-boss looked like it was missing something. That big empty space on top of it made me sad. D:
@ MML: Sent. :O
@ Spazer:
[Target] (0) (3 -varies for different zombies-) (0) *on* *off* *on* *off* *off*
...so yeah, close. :P
I'll send you the movement(s) directly if you want it/them though.
Simply amazing. The visuals in this level are just... wow. THAT'S flames lighting up a wall done right!
I love the monster building aspect. Yet another unique Blast Works idea executed to perfection.
The boss was awesome. I wish the level were longer! D:
:O
Crazy stuff going on here!
Incredible bullet patterns in the level. They give so much life to the 'board', I was in awe.
I loved the finale. Awesome level! :D
The original shot gets multiplied, but the extra bullets don't spreaad out everywhere.
...almost forgot:
Onyx, about that third thing, check out this thread on GameFAQs.
Thank you, thank you, I'm proud of my baby. :P
@ MML: That reminds me, I forgot to mention the weapons... X_x
The shotgun and rocket launcher have been updated since the demo. The shotgun has a longer and wider range. The rocket launcher's shot no longer explodes but can pass through multiple enemies.
I was so glad the boss thing worked out. I think it's even funnier than headless spinning Blugborn. XD
@ Onyx: I originally made those wooden crates near the end of the level to use as walls to split up the powerups. Then I thought about bulding a weapon remover into each individual powerup so any weapon already being held would break off as you walked in to grab a new one.Then I thought it would be better to make the weapon remover seperate and force the player down a narrow path so they couldn't avoid it like in 'MegaLevel08'.Then I figured It would take so much "stuff" to force the player into using powerups the right way that it wasn't really worth it, so the weapon removers just ended up being their own seperate little stations. <_<
I never noticed the dismembered head thing until now. >_>About Blugborn, Slughead (big purple sub-boss) had to lose his head so the player could get in there and defeat Blugborn (who technically hasn't been born yet o_O). Blugborn himself... I just thought the headless stage was funny. :PAs for the headless dogs, I didn't want them do be one solid part so I seperated the head and body into two different pieces. Then I gave them each 1 health so the dog wouldn't just die from one shot. The whole "headless undead dog body running around" thing just sort of happened on its own. XDIf you want to bring up all the headless military snipers on the ground.... you got me on that one. :P
@ Spazer: I can't wait to see it. :OI've been thinking about making more characters. Specifically a four man special-ops team with different weapons for a four player mode where you'd have to use your character's weapons strengths to make up for the other characters weaknesses........ but I don't know how many people would actually play this with with three other people. D:
I saw it next to Zp and assumed Gryzor made a new ship for the update. XD
I really need to try that whole pixel to shapes thing.
ShipsPlayable Characters:Sgt. Sam / / [ur http://www.blastworksdepot.com/games/blastworks/7889]Alex /
If you've played [ur http://www.blastworksdepot.com/games/blastworks/7891]the demo then you already know how to equip weapons with the "poor man's G-Dock".
Stand so the weapon you want to equip is in your characters left hand and shoot the ammo box 3 times. There are now silhouettes to stand on so there shouldn't be any confusion.
Total G-Dock knockoff, I'm sorry. <_<When you want to switch from one weapon to another, use the gun removers you'll find at each new weapon location. The first one is clearly marked with text. Just stand on the black silhouette and your weapon should be stripped off. After that, you're free to go grab another one.
The extra pistols you'll see in the level are just there for multiplayer. Don't mind them if you're playing alone.
Another awesome level! :D I loved the neon buildings and the enemies that would "pop" open when destroyed.
I didn't get the cage thing at first either. I kept restarting the level thinking "I don't get it...", then I noticed what was going on and thought "Ohhhhh... NICE!". :P
Now to steal the idea and use it in the zombie level.A true evolution in Blast Works power-uppery!
You can't make the sceen start to scroll again after you slow it all the way down to 0%. Since it's no longer moving, it won't run into any triggers to get it moving again.
Unless you mean you want the camera to stop scrolling at the boss and then have the level end once the boss is defeated.... that you can do.
Lay down the boss, the level end trigger, and then a scroll speed to 0% trigger. When playing the level the boss would appear and then the camera would hit the level end trigger before stopping. The level would end after any enemies left on screen are defeated in this situation. Without the level end trigger there, the level wouldn't end as long as there's any scenery on/in front of the camera.
About the "keeping the boss on camera" issue, what movement are you using as the main movement for the boss? If you have nothing set for the main movement on an enemy (the tab at the top of the screen) and instead set it to individual parts (movement tab at the bottom of the screen when adjusting part settings) the camera will keep scrolling past that enemy even if the movement being used would keep it on there.
When you're not using any movements the enemy shouldn't keep going past you if the scroll speed is at 0%... it should stay right where you lay it down in the level editor like a piece of scenery.
^^^ That.
Once you upload something it will be listed with your uploads instantly but won't show up on the main page for a few hours.
I can't believe a chansaw never crossed my mind. O_O
I considered a lawnmower but I thought it would break the level seeing as you could just stand in one spot and enemies would die just by walking into you.
I made a chansaw weapon, and it works pretty well. If you're not careful with it, an arm may get by you and take you out. :P
Blood.... I'll see what I can come up with. D:
The characters aren't from L4D, but yeah, the group is a little similar. :P
There are a few weapons at the start to play around with. (Second Pistol, Shotgun, and Rocket Launcher)
To "equip" one:
Stand so your characters left hand is "holding" the weapon, then shoot the ammo box three times. For the Rocket Launcher, the little horizontal bar should be over their left hand (get close enough so it overlaps their shoulder a bit as well).
ShipsPlayable Characters :P =Sgt. Sam / / [ur http://blastworksdepot.com/games/blastworks/7889]Alex / A.J.
Ideas, suggestions, things you'd like to see? I'd love to hear them.
....don't get too excited.
I had more planned for this level, but I got really sick of working on it. The next one will be a lot better, I promise. :P
Ship: Pearl-04
I was bored and decided to recreate the title logo from Nanostray.
Blugborn - 37 downloads
Yet the ship made to go with it only has 14 downloads. -_-
lol The "WyrR Arcade". :P
That one's a little harder to notice.
Sexiest Blast Works font... ever.
Oh, but I did. :P
...for use with THIS Sunset. <_<
Yay for having the title screen in the preview! (Minor fixes as well)
Ship: SolarBlues
Special Thanks to MrMartinLee for letting me know how to get the title screen up there, and Gryzor for uploading the awesome custom tank movements used in the level. Hint hint, it's not in the tanks.
Ohhhhhhhhh, I though it was where the camera was located in the editor when saving.
So that's how you get the in-game thumbnail, and this is how you get the depot preview.... You learn something new everyday. <__<
Thanks for that. I'll try it again.
For use with Sunset.
...looks better in-game. >_>
Ship: SolarBlues
I was going to say something here... but the title screen not being in the preview up there is bumming me out. D:
I'm fine with most of the limitations. They force you to get creative and make a great end result that much more impressive.
Vertical flip, the ability to rotate a group of selected blocks as a whole, the option to move multiple items between folders, and being able to choose a ship when testing in the level editor would be nice though.
Those death mines were my favorite part.. :D
Some neat ideas there, but I would have liked to see some of them taken a bit further. Enemies on the far left side of the screen to attack with the backwards shots, maybe a maze-like section for those mines with moving enemies and/or targets that open the path ahead (missing results in death), etc.
I'm didn't check the exact percentage, but it shouldn't take up very much space. I noticed that the level object limit stayed pretty low as I was working on it
Ship: W-Ship
Elements, intermissions, cameos, and one crazy showdown.
For use with WyrR.
For use with: BlugBorn1.5
Update to .
Ship: [ur http://blastworksdepot.com/games/blastworks/6498]BlugShip2
Originally started out with just adding some asteroids to the "descent to the planet" section... then it got out of hand.
The level's balanced for the new ship so don't use the old one. <__<
No shadow? D:Great. :P
I think rewards might be a bit random. From what I can tell, you get something for beating:
Campaign Mode and Arcade Mode on Rookie
Each individual Campaign in Campaign Mode and Arcade Mode on Pilot and Ace.
I thought that might be a possibility, but I checked and didn't see extra options there. :(
EDIT: I found it. It was under Options>Settings. You get the option to change the color of the game menus.
I just unlocked this along with extra bullet sound effects after beating arcade mode on pilot. I can see the extra bullet sound effects in the bullet editor (goes up to 123 now), but I can't find the "skin settings" anywhere...
Anyone else unlock this and know what it does or where it's found?
No shadow? D:
Looks and plays great.
Amazing as always. :)
I love the "animated" bullets coming off the exploding enemies. (I hope thats new, I never noticed it before. <_<)
Big Tiger's explosion gets me every time. X_x
Ship: Blugship.
My first level.
Comments, tips, and suggestions would be greatly appreciated.
For use with Blugborn.
I was going to rotate it clockwise once it was finished, but that just rotates each block individually. Rookie mistake. X_X
I'll probably make a sideways version sometime today.