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Ideas for new custom level generation methods
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Topic: Ideas for new custom level generation methods (Read 1483 times)
gummybears123
Mossy
Posts: 5776
Yummy Gummy!
Re: Ideas for new custom level generation methods
«
Reply #15 on:
December 20, 2009, 01:41:35 PM »
How would youo overlap in custom levels though?
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Kirbylord
marsgreekgod
Big Bossy
Mossy
Posts: 9779
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Re: Ideas for new custom level generation methods
«
Reply #16 on:
December 20, 2009, 01:43:05 PM »
Remember what this topic is talking about?
How to do that?
Thats what we are talking about?
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gummybears123
Mossy
Posts: 5776
Yummy Gummy!
Re: Ideas for new custom level generation methods
«
Reply #17 on:
December 20, 2009, 01:47:36 PM »
Quote from: marsgreekgod on December 20, 2009, 01:43:05 PM
Remember what this topic is talking about?
How to do that?
Thats what we are talking about?
Haha I know... I didn't read it... I like the layer method
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I made a rap.
It sounds dumb, like reading a map
I really should stop this thing before it goes too far
But I don't really car as long as I stay below the radar
Those big companies won't get me no
I'll get away before the fuzz show
-Most famous rapper of Mossmouth
Kirbylord
Kegluneq
Big Bossy
Mossy
Posts: 2219
Re: Ideas for new custom level generation methods
«
Reply #18 on:
December 20, 2009, 03:00:37 PM »
The 3 layer or the limitless layer?
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gummybears123
Mossy
Posts: 5776
Yummy Gummy!
Re: Ideas for new custom level generation methods
«
Reply #19 on:
December 20, 2009, 03:01:05 PM »
Limitless
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I made a rap.
It sounds dumb, like reading a map
I really should stop this thing before it goes too far
But I don't really car as long as I stay below the radar
Those big companies won't get me no
I'll get away before the fuzz show
-Most famous rapper of Mossmouth
Kirbylord
ManaUser
Bean
Posts: 145
Re: Ideas for new custom level generation methods
«
Reply #20 on:
December 21, 2009, 05:10:15 PM »
I too think the last method would be best. Although it sacrifices something in human-readability it's the most expendable. It looks like the existing format is close to its limit in terms of available characters, and there are already a couple tiles missing from the editor (melting ice floors come to mind). So it might be that in a future version some objects will need multi-character codes. A coordinate based system could accommodate that easily.
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gummybears123
Mossy
Posts: 5776
Yummy Gummy!
Re: Ideas for new custom level generation methods
«
Reply #21 on:
December 21, 2009, 08:34:14 PM »
Yea!1 What he said!
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I made a rap.
It sounds dumb, like reading a map
I really should stop this thing before it goes too far
But I don't really car as long as I stay below the radar
Those big companies won't get me no
I'll get away before the fuzz show
-Most famous rapper of Mossmouth
Kirbylord
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