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A new concept

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Jul 31, 2004, 08:28 AM
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A new concept



Thus, after minute and half, crate with ID=4 is hit, and trigger blocks in battle arena locks access to gems/bases/warp laps/whatever anymore.

That would be useful to treasure hunt, to check 'how many gems can you get in certain time' without checking time manually.

Amount of crates at system is customizable as well, if limit of minute and half seems to be too high/low.

Now, feedback please.
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Jul 31, 2004, 08:32 AM
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Clever but would be better to think about stopping world hunger d:
In my opinion it's not an important discovery just something clever that can't really help much, till you are dead (like all those scientists).
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Jul 31, 2004, 08:45 AM
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...
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Jul 31, 2004, 10:34 AM
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Quiet, Michael.

This looks nice. There's already a working timer system using collapse scenery and such, but this would take up less space. The only concern would be making sure nobody gets hit by the laser.
...wait, would the trigger crates just open when they fall? I don't quite remember how that works.
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Jul 31, 2004, 10:53 AM
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I would think you would need TNT for that.
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cooba cooba's Avatar

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Jul 31, 2004, 11:01 AM
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Quote:
Originally Posted by Unknown Rabbit
...wait, would the trigger crates just open when they fall?
They do. Arrgh.
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Aug 1, 2004, 01:17 AM
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Interesting system. I think it would also be useful in Single Player (which is my favourite JJ2 mode for all the time )
If you allow me to do so I will probably use this in my upcoming pack
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Aug 1, 2004, 01:35 AM
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No. In singleplayer, whole thing runs way lesser smooth.
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Aug 1, 2004, 02:23 AM
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Quote:
Originally Posted by Agent Cooba
No. In singleplayer, whole thing runs way lesser smooth.
Why that?
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Aug 1, 2004, 03:15 AM
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In sp, you HAVE to see it, while it's supposed to be on level's bottom, where no one can get hurt during playing multiplayer.
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Aug 3, 2004, 08:18 AM
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Oi I am just making my opinion that I don't see it's useful and I added a joke. What's your problem with that?
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Aug 3, 2004, 12:53 PM
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Quote:
Originally Posted by Agent Cooba
In sp, you HAVE to see it, while it's supposed to be on level's bottom, where no one can get hurt during playing multiplayer.
One of the major cons of SP (along with coins to gems after a coinwarp). H8
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Aug 3, 2004, 01:03 PM
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It's a speed saver. If everything was active, instead of just nearby stuff, everything would slow down because there'd be so much collision detection and animation and the like for basically everything. Besides, it allows for things like if you mess up a puzzle, you can run away, come back, and try again.
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Aug 3, 2004, 11:52 PM
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The coin -> gems glitch can easily be fixed by adding a savepoint directly after the coin warp. This way, if you don't make it to the coin warp the coins still stay "alive". If you made it you get warped to the checkpoint so you don't have to do it again, so also no coins -> gems problem. If you loose a continue the gems will be coins again. Any problems left?
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Aug 4, 2004, 02:16 AM
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Idea is good, but what if a person is standing in a place where a wall will appear...they will get stuck.
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Aug 4, 2004, 03:07 AM
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Quote:
Originally Posted by ~SPLASH~
Idea is good, but what if a person is standing in a place where a wall will appear...they will get stuck.
Well, that's a problem which makes the idea totally useless for multiplayer. It would be annoying to rejoin again and again. In SP you could just cheat, in case tell the player that he should cheat if he gets stuck.
To lower the stuckness (is that a word? ) one could mark the areas where blocks appear.

Also, what about a timer using the shield. At the start you get a shield and right after that you activate the system. It could be made in a way, that the timer from the shield is the same than the one for the walls.
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Aug 4, 2004, 06:34 AM
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So the concept dosn't work in Multiplayer, and it dosn't work in single player. Yay.
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Aug 4, 2004, 09:28 AM
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Quote:
Originally Posted by Infinite Spaz
So the concept dosn't work in Multiplayer, and it dosn't work in single player. Yay.
Why doesn't it in SP?
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Aug 4, 2004, 01:26 PM
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Quote:
Originally Posted by PHT2
The coin -> gems glitch can easily be fixed by adding a savepoint directly after the coin warp. This way, if you don't make it to the coin warp the coins still stay "alive". If you made it you get warped to the checkpoint so you don't have to do it again, so also no coins -> gems problem. If you loose a continue the gems will be coins again. Any problems left?
Er....What? I'm trying to have multiple coin warps in my level, not just 1, (something like the Randomizer thing in Bloxonius) so I'm not sure that'll work..
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Aug 4, 2004, 05:27 PM
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I don't like the laser shield. It makes my JJ2 incredibly unstable and ready to crash at any moment. However, laser SCE's I've never really had a problem with, somehow.
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Aug 5, 2004, 02:05 AM
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Quote:
Originally Posted by Blackraptor
Er....What? I'm trying to have multiple coin warps in my level, not just 1, (something like the Randomizer thing in Bloxonius) so I'm not sure that'll work..
For multiple warps I'm not sure. I played the Randomizer level, tough I never made it. If you only have the ability to access ONE of the coin warps it should be doable. Something like multiple ways. The more coins you selected the easier your way will be or something. But wait.. THAT'S MY IDEA BAHAHAHA
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Aug 7, 2004, 12:35 AM
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Lightbulb MAJOR IMPROVEMENT!

Quote:
Originally Posted by PHT2
Why doesn't it in SP?
Quote:
Originally Posted by Agent Cooba
In sp, you HAVE to see it, while it's supposed to be on level's bottom, where no one can get hurt during playing multiplayer.
Anyway...

The only hard thing to do is to keep TNT boxes away from themselves and to create trigger which unlocks after 30 seconds, but both things are particularly easy to do.
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Aug 7, 2004, 01:48 AM
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Quote:
Originally Posted by Agent Cooba
Anyway...

The only hard thing to do is to keep TNT boxes away from themselves and to create trigger which unlocks after 30 seconds, but both things are particularly easy to do.
Should this concept work or not? X_X
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Aug 7, 2004, 02:34 AM
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I'm sure this will.
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Aug 7, 2004, 03:51 AM
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Talking Another improvement!


That leaves you with 15 seconds, assuming there is crate below collapsing tile. It can be either trigger crate, or one with another SCE, which hits another collapsing scenery, etc.

Last edited by cooba; Aug 7, 2004 at 10:20 AM. Reason: Typo.
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Aug 7, 2004, 06:26 AM
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I will try this later. I recommend you to make a small level which is letting us know how to use the concept.
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Aug 7, 2004, 08:39 AM
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Quote:
Originally Posted by R3ptile
I recommend you to make a small level which is letting us know how to use the concept.
OK. It will be TSF though. D=
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Aug 7, 2004, 09:43 AM
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I don't care, just make one ;D;D
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Aug 7, 2004, 11:05 AM
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I must confess I find Mike's timer to be more practical, as it doesn't use any triggers, can be practically any length of time, and is much more compact.
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