Prerelease Level-Creation Megathread

An upcoming game about Electricity, Magnetism, and Cephalopods
MishaTheMighty
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Re: 8 levels in 1!!!

Post by MishaTheMighty » Wed Jan 22, 2014 3:35 pm

exfret wrote:Lots of them are Misha-difficulty, but I've gotten passed every single individual piece, so I assure you, they're all possible
Wow, I've got my own difficulty level. lol:

In fact, the one at the bottom left is even a little similar to the top part of my Nightmare, isn't it? ;) I liked it, but at first I thought it will be more difficult (which is funny as I just pulsar-charging charged through last four boxes. The center-bottom and left ones were interesting. Jumping one in the center made me smile as I've used the same trick once.

Nice mini-levels, I must say. My favourite ones were two bottom-left ones. I don't know if sandboxes jump would be possible (or maybe Misha-difficult, if it's not a little immodest for me to use this phrase. ;) ) if not ←+↓.

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testtubegames
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Re: Prerelease Level-Creation Megathread

Post by testtubegames » Thu Jan 23, 2014 4:29 pm

Yeah, it was just those two that gave me trouble. I realize that I can bump my head on the sand block, but I haven't been able to use that to my advantage yet. And as much as I mash buttons with the crates, I haven't been able to make it through. I think I just need a bit more patience...

Also, the wall-jumping-death that Misha is referring to has always bothered me. You auto-wall-jump to ~four blocks away, so that means if there are spikes there, you're dead. Pretty frustrating, and it feels kinda glitchy.

So in the latest build (not uploaded yet, mind you, I'll announce when it is), I tweaked the acceleration values a bit. So now if you accidentally jump off a wall, you can stop within 3 blocks easily (and two if you have quick fingers). Hopefully that makes it feel a bit more natural. Nothing else should have changed.

exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Thu Jan 23, 2014 10:18 pm

Here's another Snippet Level:

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[The Electric Shocktopus-"TWELVE levels in one"-q3swdxn2t1e33wg1c0vws3gucwu022hwluturv7w81jvnx20dx63lxg3vvr251k2x1ax337v10s0010u5162eu9v72ax9u4vluuvuxuvd10u0x4upweuk3n0t0wuk01uf38ww20w9vu3xu1u83vx6x5wv3c0vv6171pvl3k36001pv2uc001e212mv8vj38073g0xw50uwlv0vn0uupv82cvavn0nwbwe1kxj231evh3n1t291w3suh1lx13b1k0euk2u0q3l0c0mu509uhwl1d06ujv72nu5ur3x1u1m16vd0e2cudu60e370722wkupx7vn3vvpwrvr2dwu2u1b0p123x16wm1q0k2h023av7vlv933vd0qwt08u4w2u5w2vavs3b3l061uwdus3twm1xva283avjw3x8xj1c3tw80k2r0mxrw0xgu32c29wu050suaudueug19362e0s1guhu5v6x0vr2mu9xn3g002aun1221uj3k0u0d3b0m353bu52vvtw23vwm1108350qucvkvhxsvmw02e2q1kwr2v2u231h0s2sxjuk27ug0p0qvtvh2wxa3auw2uv6341mw6ws0g100m1n1lu6wd3cwe04wcxexc3xuauhwfvr2lxnw62evl08xx0q0mxjvl3xvku7wqxg1svg3nxv0d0vvkw3ug1d0px5xlxm32up3q1swk1l1cxxxk3g2gubxhudw7x926xm3r1v3qv3x7xw0xuexh1kx50c1tv40w0r1u1swkuw202pv11221wt2331ws291qxl3608vn2h0f27whvqxb2aun3l0dxf26wpxf1jw0udxv0]

I hope you really like it. It took me a long time and a lot of ideas to make. Just imagine that it's actually 12 levels instead of 1.
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exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Tue Jan 28, 2014 8:01 pm

Has anyone tried this level?
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exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Thu Jan 30, 2014 11:51 pm

Code: Select all

[The Electric Shocktopus-"(Misha) Mighty Hard"-q3sw33tujux2dv33c32v30506w6us16v0380606v82g0e0c0dwh0c3quqvhv10j1f0d0qu21k28v6wr0tuax0v22g0j1n12ug10x216v836ut02v02k2c0twc2hvq11wqwqu002w9xu3l03uhxb1r0503140q0j0jufvevn2a1h2jw9ueu502va35vl151g1m2c04vc0d0d2m3cwc21u2w4vs28380jw3u8w7v4wa3k12vcwxu6vq2q2q1kvr1lwbu626u6343r3huw20ua1e2k1dudv50008uqwfxux]
Small, but extremely hard. It's possible, though. :twisted:
Last edited by exfret on Fri Jan 31, 2014 11:23 pm, edited 1 time in total.
Nobody ever notices my signature. ):

exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Fri Jan 31, 2014 12:44 am

I made several Versions of the Same concept: A super-long level.


Cheater Version:

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[The Electric Shocktopus-"Speedy Cheeta'"-q3sw33tu3xw2dv3v3v3383a2d2405001n02u7uv0q0230133k2c32vg15w8ws1d0h240gva122pvb3l25w8va021l2gue0110wqw4u02237v80n2p2b1mu819x427w20h2mvj2suj0qua160j2636xs1636vhv0390v0a00u11cwq1b2a1q070k1cwuwgu233w0x62r0k283l0uw01k2auc02ut03292gv3wd011x1gv1362q2jun04wg1d3n04vswc0pw82svxv1xs29w90r3qv63jx2xx0evvuuwlu83q0t2b000g2g0r292]
'Easy' shortcut Version:

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[The Electric Shocktopus-"Toward the StarLight"-q3sw33tu31v2dv3v3v3382604u2032k2806w70c0h1guhu51n1h2qu2343vu6w6v8121q1l2r0j0n24uex2vh2m03va18we2nx6w6140j0u152gvsvs29v429271s1n08uavmujwlu0wl2h1guj1k1pwh1k1du50b28xg200c0136wr2j21wq1qu136x6ul0t060p1awqu223v0x60ruj243g0uwq0a22uv0e380rx1ud0k12wjulv016u93kv01mw63qv62jwvxd0pwa2e28w3wm1kup0xxg3dx4x6v423wqws200w3wwl28u]
True Version:

Code: Select all

[The Electric Shocktopus-"Determined'"-q3sw33tu33x2dv338210403032k2806wd0c0hv21k2c12v6ug3d082sud012a3d0hu50d0m3gv9vk1jvlwh1n150huqua1dud2g1dw41c3416uf162m2c0t3m0436320ux0wguj1q2v2dvl22v4vk0v0b042mwa293a203avq082rurubxquru6w2u51l381006ug13xc19v03u0cwg1k332aud03ut053c21vh2g33uc291j180e3c0511we0p14uux0w6ur01392s2g03wlvr2gua3k1u2319xwx6ub351714x1xsu9wbux3qvn3j3k22v13c3d10023wuq2f1]
Insane Version (yes, there's 'cheating'):

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[The Electric Shocktopus-"Bullet-fast"-q3swdxmu12j03u01c052p3v180bxc3j242bwjv7x8xgvdx50axeuhx22v15310b2cv3vnv6uqvaxguu37131sxxuq013u1v1fvw000k2sufu4283lxt3qxc37vkvrxd1h17w02k1w0tw1ubvj1b13v828wx0aur1mud3h1q3s3p1f2p1t173q30x40r1avcwawuxevgvfv3xevevvxcvcwxv03ew21c1ex5wf082luwwbvw21wdw50r3m3p29vu12293t183dub2p002g0quh3nx00u26um3816uh0a2b0h240j121g01341d37182r3kvk12wjxs2uud3p0exku9w8wx3f3jvnul3wucw53xwxucx5vb1h0vwgx20m2q1b0tv]
Nobody ever notices my signature. ):

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testtubegames
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Re: Prerelease Level-Creation Megathread

Post by testtubegames » Fri Jan 31, 2014 1:07 am

exfret wrote:Has anyone tried this level?
Haven't had a chance to try the latest ones yet -- had a pretty narrow focus these past few days. But once I'm done fixing those editor glitches, I'll celebrate by playing through 'em!

exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Fri Jan 31, 2014 9:17 pm

testtubegames wrote:
exfret wrote:Has anyone tried this level?
Haven't had a chance to try the latest ones yet -- had a pretty narrow focus these past few days. But once I'm done fixing those editor glitches, I'll celebrate by playing through 'em!
Okay. My biggest worry was that no one had even see my post. Do it whenever, I don't care, as long as you acknowledge that it exists. I can't tell whether or not you've actually played my level, so your post of your experience playing my level is the only thing that really impacts me.
Nobody ever notices my signature. ):

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testtubegames
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Re: Prerelease Level-Creation Megathread

Post by testtubegames » Sat Feb 08, 2014 12:01 am

Sent the game off to sponsors to check out (woohoo!) -- and took a couple days off from Shocktopus to work on other things (see Gravity forum, for instance)

And now I came back to it and played through your levels. And I don't know whether they're super difficult -- or after a week of not playing, I'm outta practice, but they were hard! Fun, but hard.

Twelve Levels - Whoa! How long did that take you to make? The level design is really intricate, and there are so many precise parts to it. I beat just over half of them, I'd say. The bottom one was probably my favorite. Super hard, and you needed to get everything juuuust right. But short enough that I felt like it was possible. (And I did it! Yes!) I think some of the parts might unfortunately be broken because of the change I made to the wall jumps. The wall jumps may feel smoother - but it's harder to use the edge of the screen as a boundary to bounce yourself ever higher.

The 'Misha' hard level - Yup, this is hard. After about 30 Shocktopuses, I made it into that first gap. And celebrated. Then promptly died from that cursed missile! Well done, sir. Made me chuckle, but I can't say I made it any further in the level.

Super-long-Cheetah levels - I'm afraid these, too, might have suffered from the wall jump changes. I like the idea, and maybe it'd be enough to put a wall around the room -- so you can stick and do normal wall jumps. Or a gap of one tile instead of two, so you can do the 'fake' wall jump easier.

exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Sat Feb 08, 2014 12:43 am

I split your post up to nearly word by word.
I
hope
you're
okay
with
that
.

testtubegames wrote:Sent the game off to sponsors to check out (woohoo!) -- and took a couple days off from Shocktopus to work on other things (see Gravity forum, for instance)
Is it finally done?? Just give me and ~TES~ a second.
:Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh :Sh
Maybe a little overboard... My understatement with the :Sh 's was way too understated.
testtubegames wrote:And now I came back to it and played through your levels. And I don't know whether they're super difficult -- or after a week of not playing, I'm outta practice, but they were hard! Fun, but hard.
They should be usual difficulty, which would be hard, but not Misha (except for the Misha-hard level, of course), but the fact that they're super difficult probably hints that you're out-of-practice.
testtubegames wrote:Twelve Levels - Whoa! How long did that take you to make?
Now do you know why I was itching for someone to try it? I didn't want all that hard work to come to nothing. BTW: A few hours.
testtubegames wrote:The level design is really intricate, and there are so many precise parts to it.
Thank you! I did spend a long time making it. I'm glad you notice my effort.
testtubegames wrote:I beat just over half of them, I'd say.
Did you just run out of time or were the other ones too hard for you?
testtubegames wrote:The bottom one was probably my favorite. Super hard, and you needed to get everything juuuust right. But short enough that I felt like it was possible. (And I did it! Yes!)
That one was totally my favorite as well. I loved how it was almost like a race against the clock, but there was something in it that made it even more exhilarating than you might expect from making it race-against-the-clock. I wonder why it's so fun?
testtubegames wrote:I think some of the parts might unfortunately be broken because of the change I made to the wall jumps. The wall jumps may feel smoother - but it's harder to use the edge of the screen as a boundary to bounce yourself ever higher.
Yeah, I already know that. Actually, I think only the super-long column to the right was broken. Good call on that Andy, it was evil. :twisted:
testtubegames wrote:The 'Misha' hard level - Yup, this is hard. After about 30 Shocktopuses, I made it into that first gap. And celebrated. Then promptly died from that cursed missile!
Being the creator of the level, I can boast that I was able to get passed the first gap (slightly). I did test each individual part of the level, so it should all be possible. (Testing took me hours by the way). What I liked most about my level was how it only used a small amount of the level space. I would just have to keep on adding those little room things, and soon I would get a Nightmare for Tonight. (Of course, since there's already a Nightmare for Tonight, this one would be called ex-Nightmare for-Tonight so that Misha doesn't fret over my use of their level's name). Actually, I'm wondering, Misha, how do you make sure your levels are all possible? I haven't been able to get passed a single part of Nightmare for tonight.
testtubegames wrote:Well done, sir. Made me chuckle, but I can't say I made it any further in the level.
Neither can I. In fact, I probably only need that first 'room' to make it near-impossible, but no, I had to make it ahsiMpossible.
testtubegames wrote:Super-long-Cheetah levels - I'm afraid these, too, might have suffered from the wall jump changes.
They should still be possible (that is, if they were ever possible). I made these levels after the wall-jump change, which is why they are only 2 from the wall. If you go leftward then rightward just after hitting the side, you should gain just the smallest amount of height. Doing this for a long time gets you to the top, where you can activate a lever and do it all over again... (Inspired by ARP's Higgs level "Annoyance" that takes 900 moves to complete).
testtubegames wrote:I like the idea, and maybe it'd be enough to put a wall around the room -- so you can stick and do normal wall jumps.
I was doing that at first, but I realized that this way worked, too, and it was way less work, plus it might even make it even slower and harder than regular wall-jumping.
testtubegames wrote:Or a gap of one tile instead of two, so you can do the 'fake' wall jump easier.
A one-tile gap would be way too easy. I'm trying to make a super-long level.
Nobody ever notices my signature. ):

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