Skull Platforms from Clown Man's stage

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Buster
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Skull Platforms from Clown Man's stage

Post by Buster » Thu Nov 07, 2019 1:52 am

Yo, geeky!
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1) Why?:
Skull platforms are fun and chaotic gimmicks that fill a few underserved niches, like a unique way of having platforms be triggered by players but also not entirely under their control.

2) How?:
The maker can put down skull platform tracks in the editor decide if they house a platform or not. Perhaps a line of lifts should be able to house only one platform. The platform can be given a direction and an eye color.

Skull platforms of their appropriate eye color would work like they did in the game. Red would drop players. Yellow, when stepped on, would ride in its pointed direction until it runs out of tracks, then it would backtrack to its origin point.

3) Other:
It doesn't seem like the green-eyed platform is necessary since its behavior can be easily adapted to yellow-eyed platforms. However, it can be given the behavior of Skull Platforms from Magic Man's stage.
A fangame Soon™ to be announced, maybe.
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D-Man
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Re: Skull Platforms from Clown Man's stage

Post by D-Man » Thu Nov 07, 2019 5:57 am

Buster wrote:
Thu Nov 07, 2019 1:52 am
Yo, geeky!
Image

1) Why?:
Skull platforms are fun and chaotic gimmicks that fill a few underserved niches, like a unique way of having platforms be triggered by players but also not entirely under their control.

2) How?:
The maker can put down skull platform tracks in the editor decide if they house a platform or not. Perhaps a line of lifts should be able to house only one platform. The platform can be given a direction and an eye color.

Skull platforms of their appropriate eye color would work like they did in the game. Red would drop players. Yellow, when stepped on, would ride in its pointed direction until it runs out of tracks, then it would backtrack to its origin point.

3) Other:
It doesn't seem like the green-eyed platform is necessary since its behavior can be easily adapted to yellow-eyed platforms. However, it can be given the behavior of Skull Platforms from Magic Man's stage.
We can always use more moving platforms, and these ones would fit horror-themed levels as well as they do funfair ones. I do support the idea you have for the green-eyed platforms, as while it would be similar to Crash Lifts, the fact that they are fully solid would be enough to differentiate them.
Some questions:

1) Should the platforms be modified to allow weapons that react to solid terrain to work on them? Examples include Mega Ball, Tornado Hold, and most crawling weapons (these weapons simply passed through them in MM8).

2) Should enemies and certain objects like X-Blocks be allowed to stand on these platforms? For reference, the Rompers in Magic Man's stage would pass through the platform if they jumped onto it.

3) Should there be an option to create horizontal and corner rails?
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List of Weapon Analyses I made: viewtopic.php?f=14&t=10244

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Buster
Posts: 310
Joined: Thu Jul 13, 2017 12:42 pm
Location: Poland
Discord: Buster#2302
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Re: Skull Platforms from Clown Man's stage

Post by Buster » Thu Nov 07, 2019 11:42 am

D-Man wrote:
Thu Nov 07, 2019 5:57 am
1) Should the platforms be modified to allow weapons that react to solid terrain to work on them? Examples include Mega Ball, Tornado Hold, and most crawling weapons (these weapons simply passed through them in MM8).
Yes.
D-Man wrote:
Thu Nov 07, 2019 5:57 am
2) Should enemies and certain objects like X-Blocks be allowed to stand on these platforms? For reference, the Rompers in Magic Man's stage would pass through the platform if they jumped onto it.
Things should be able to stand on skull platforms but shouldn't trigger them.
D-Man wrote:
Thu Nov 07, 2019 5:57 am
3) Should there be an option to create horizontal and corner rails?
Horizontal I'm good with and if the devs are too I'd like those. Corner rails shouldn't be a thing.
A fangame Soon™ to be announced, maybe.
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