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Big Snakey

Posted: Sat Jun 01, 2019 11:30 pm
by QuartexGames
Just Big Snakey. Head can be a separate enemy and the moving segments can be disconnected: You pick one from the gimmicks and you place it, set as 1, 2 or 3.
1 means that the segment moves up first
2- same but moves up after the first one
3- you know.
And it would make a cool gimmick.
Suggest what it would also do.

Updated:
-Added Big Snakey Sprites:
Image

Re: Big Snakey

Posted: Mon Jun 03, 2019 9:31 am
by QuartexGames
It's kinda' empty here...

Re: Big Snakey

Posted: Mon Jun 03, 2019 1:43 pm
by Neo Cutman
this could be a great gimmick, think of a level all built with the moving snake's body.
would fit very well in levels of nature or levels of horror.

Re: Big Snakey

Posted: Mon Jun 03, 2019 2:02 pm
by LeonardMan
QuartexGames wrote:
Sat Jun 01, 2019 11:30 pm
Head can be a separate enemy and the moving segments can be disconnected: You pick one from the gimmicks and you place it, set as 1, 2 or 3.
Agreed. Separating this miniboss into components sounds like a good idea, especially considering it would allow you for custom body formations for the big snake.

Re: Big Snakey

Posted: Mon Jun 03, 2019 4:34 pm
by phunguy06
How would the Big Snakey's tileset work? I mean, from modding experience, I know that having it as a tileset wouldn't work the same way as the regular Snake Tile. The only way to get it into the game would be to re-skin some of the plates, or something. I can't think of a good way of implementing this tileset without drastically changing how tilesets work or making it too manual-tiley.

Re: Big Snakey

Posted: Mon Jun 03, 2019 5:12 pm
by 5h0ck
It can work in a similar fashion to the crash lift where you have to choose between the moving platform and snake head. and they would just need to code the platform to do a check on if the snake is alive or dead.

It could also be like the teleporter where you select 2 points, the first point being the platform, the second the head, and then the neck will be whatever tile the player wishes. and maybe in editing you can delete the head just leaving the moving platform just for the sake of visuals.

Re: Big Snakey

Posted: Mon Jun 03, 2019 7:34 pm
by QuartexGames
phunguy06 wrote:
Mon Jun 03, 2019 4:34 pm
How would the Big Snakey's tileset work? I mean, from modding experience, I know that having it as a tileset wouldn't work the same way as the regular Snake Tile. The only way to get it into the game would be to re-skin some of the plates, or something. I can't think of a good way of implementing this tileset without drastically changing how tilesets work or making it too manual-tiley.
It's easy: it would be a gimmick. There would be a horizontal and vertical version of Big Snakey's body. It can have something like yoku blocks' timing icon, but if you choose up to 3 then it will move. If you'll pick 0- it won't move. Big Snakey's head will be in the enemies' section and that part that connects vertical and horizontal body will be in gimmicks. It should have an option to change in which direction it will be.
So: horizontal and vertical part- separate gimmicks.

Re: Big Snakey

Posted: Mon Jun 03, 2019 10:41 pm
by Redcrazykirby
Hey QuartexGames, nothing to do with Big Snakey (though I'd also like to have it in the game) but I tried your levels thanks to your signature, I really liked the concept and your levels were fun ! Especially the green and the red one ! I search on the level showcase section if you've made a thread about them but I didn't find anything ... so I'm posting here. Thanks for the fun ! :)

Re: Big Snakey

Posted: Tue Jun 04, 2019 2:53 am
by QuartexGames
Redcrazykirby wrote:
Mon Jun 03, 2019 10:41 pm
Hey QuartexGames, nothing to do with Big Snakey (though I'd also like to have it in the game) but I tried your levels thanks to your signature, I really liked the concept and your levels were fun ! Especially the green and the red one ! I search on the level showcase section if you've made a thread about them but I didn't find anything ... so I'm posting here. Thanks for the fun ! :)
No problem! I always update my signature if I made something new.

Re: Big Snakey

Posted: Tue Jun 04, 2019 4:39 pm
by phunguy06
QuartexGames wrote:
Mon Jun 03, 2019 7:34 pm
phunguy06 wrote:
Mon Jun 03, 2019 4:34 pm
How would the Big Snakey's tileset work? I mean, from modding experience, I know that having it as a tileset wouldn't work the same way as the regular Snake Tile. The only way to get it into the game would be to re-skin some of the plates, or something. I can't think of a good way of implementing this tileset without drastically changing how tilesets work or making it too manual-tiley.
It's easy: it would be a gimmick. There would be a horizontal and vertical version of Big Snakey's body. It can have something like yoku blocks' timing icon, but if you choose up to 3 then it will move. If you'll pick 0- it won't move. Big Snakey's head will be in the enemies' section and that part that connects vertical and horizontal body will be in gimmicks. It should have an option to change in which direction it will be.
So: horizontal and vertical part- separate gimmicks.
Ah, I see. It'd be a nice addition if you wanted a shaky floor in your level for whatever reason.

Re: Big Snakey

Posted: Tue Jun 04, 2019 5:30 pm
by Bean man
Having three different options for the tiles wouldn't be like the original since there were four different movements they did. Instead I say there be an option for the tiles to go up or down half a tile then move the opposite way a full tile, which would be shown by a short arrow pointing up or down. The other option then would be to have them move up or down by a full tile, which would be shown as long arrows pointing up or down.

Re: Big Snakey

Posted: Thu Jun 06, 2019 7:02 am
by QuartexGames
Bean man wrote:
Tue Jun 04, 2019 5:30 pm
Having three different options for the tiles wouldn't be like the original since there were four different movements they did. Instead I say there be an option for the tiles to go up or down half a tile then move the opposite way a full tile, which would be shown by a short arrow pointing up or down. The other option then would be to have them move up or down by a full tile, which would be shown as long arrows pointing up or down.
I agree. But coding it like it is in MM3 would be quite hard, because the horizontal body stops when Snakey dies. For now, it is possible to code him like I said. Maybe in future versions it would be changed, but now I think my version would fit on time.
Edit: These should be gimmicks, since they're moving tiles.