Title: The Reaper's dungeon
Version: Final (needs testing)
Type: HacknSlash
Difficulty: 4.5/5
5 bosses and a duneon with 2 floors! this is the Reapers dungeon!
So, this is a level for play, no storyline, the level is divided between heaven and hell each one with it's monsters, hope you like!
It was made before zep's tutorial so it has only my assumptions about bullets modifiers and stuff
some bosses are only damageable when they are with a diferent color, stillo only takes damage when you jump on it's head.
preview:
This time with its own map!
Edit: zep could you please take a look at room 121? there is a bug there that the portal doesn't spawn
Edit2: since the key at room 121 is bugged the door to one of the bosses is unlocked
Edit3: I noticed another bug at room 121, even witouth the key the portal doesn't spawn if you go from room 0 to there, but if the player spawn directly there at the beggining it works! why is that? I tried replacing the portal but no help.



I want to hear you, what you expect on ace (part 2)?
So, I'm thinking of changing the character from ace to something closer to puzzlemaker, what do you guys think
the old little girl ace or something with a bigger head like the girl in puzzlemaker?
Here Is how the progress is about now:
There will be lots of new boxes filled with modifiers and gravity properties!
The levels are harder and you will get frustrated lots of times there are stop rooms (the white ones) wich has an optional test for bonuses. all amulets (bonus points) are reacheable, can you get them all? the story is still a bit weird and uninteresting but I'm working on it! |
I also would like to ask zep how to post vibe videos here so I can make a quick preview of ace.
I though it may be a good idea to give more information about levels with this simple outline. The creator would post this for complete, near complete, or in-progress levels.
Title: The Long Journey
Version: 1.0
Type: Puzzle/shooter
Difficulty: 2/5
Creator of models, animation and mobs: “authors name and level”
Use or modify models, animation or mobs created by author: Yes to all


Here's a test arena for some more custom monsters. There are 3 types of Zoibs, and 3 shooting patterns.
Unfortunately the scoring is currently broken for custom monsters, so you can only play for completion. When you see the sushi, you're around half way there. Tip: don't use the pickups until you really need them.


Have fun! Let me know if you can beat it.
(note: you need version 0.2.6 or later to play this level)


The new emitters are fantastic, and although they have many uses it seems that they are limited to rather regular motion. It would be nice if options were added to randomize the emitted particles movement a bit, such as for drifting tufts of dandelion seeds. It would also be nice to have another form of movement in the options to allow for constant force, useful if you want an emitter to ignore friction on one axis, but not the other.
This update has been fantastic and has inspired me to make another level, something I haven't done in well over a year. Keep up the good work!



I've been updating a level I made a while ago called The Last Dragon with animations and a finished story. I updated it as Journey to the East a while ago, so this will be the new title. There's a short video of some updates I made. The game will be extended and have an epic boss battle with the emitters for the 2.6 update.

Could you add a door that would cause the player to appear in a random room? The reason I'm asking is because I thought it would be cool to make a roguelike, but of course it would only simulate one. However, the random door would need to block one time exit doors. It may be a confusing addition for people to find uses for it, so it may not be a good idea.


Hi Zep,
Would you be able to add a few options and change a monster behavior.
-
The pickups have a "collect once" box. Can you make a "spawn once" for monsters and "play once" for animation for when you re-enter a room(play once is an option for animation but is overridden when you re-enter a room)?
- Can you tweak the option for "chase player" so that a monster will start chasing when they see you? I think some of the original monsters have this behavior.
If you have the time to make these additions I would really appreciate it. I've been building a story off and on, but I'm waiting for the emitters. I've been trying to learn some programing as well.


Title:
Version:1.0 and 1.3.2
Difficulty: vary
Single player
obs: this level is an update to the 0.2.7 level "enchant" (now a broken cartridge, due to updates) which is still there because somewhere in this bbs there was a html test with the old version of voxatron (that I couldn't find the link) and I'm not sure if removing it will be okay to that.


