Favorite Timpoline level?

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Favorite level style

Tim escort (level 2, 6, most of them)
1
33%
Guy platforming (level 14, 20)
1
33%
Puzzle-style (level 12, 23)
0
No votes
Gimmick (level 8, 9)
1
33%
Themed (level 20, 25)
0
No votes
 
Total votes: 3

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Mogri
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Favorite Timpoline level?

Post by Mogri »

Those who liked Timpoline but couldn't get very far will be happy to learn that the next release will have a level skip and a walkthrough. Huzzah!

I'm working on level 32 right now and looking for a little inspiration. What's your favorite level?

More generally, what's your favorite style of level? See the poll above.
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the drizzle
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Post by the drizzle »

Only one vote... don't make any more like level 25. I swear that one is solely luck based. I HATE IT.
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Post by Mogri »

Level 25 is... if I can make it up the first stairs, I'll win. The second stairs are also annoying, though.

Maybe if I inserted some strategic Tim Stoppers, it would reduce the "luck factor."
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the drizzle
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Post by the drizzle »

Actually I was able to get past the first set of steps consistently enough and either me or Tim was killed by being hit by the orbs at the end. They're nigh impossible to avoid.
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Post by Mogri »

I have never had a problem with those. Are you grabbing the Lifekits in the center area?
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the drizzle
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Post by the drizzle »

EDIT: Never mind, found it, but when I launch Timmy forward and he gets to the orbs at the end first he ends up getting hit like 4 times before I can catch up.
Last edited by the drizzle on Wed Sep 10, 2008 7:38 pm, edited 2 times in total.
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Post by Mogri »

Aha, no wonder you're having problems with the level.

The lifekits are hidden on the left side of the large rectangular block, exactly where you'd find the roast in that Castlevania level.

Map

Maybe this is unfair to those who haven't played Castlevania? But I like the reference and it's possible for Tim to bounce there entirely by accident.

Anyway, I've made some tweaks to make the rest of the level ever-so-slightly easier.
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misterj
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Post by misterj »

i haven't played the game since a few months ago but i remember thinking the life kits and power ups were way too unobvious(inexplicit? not sure what word to use here) about their functions. i remember i would see a power up and grab it and have no idea what is going on. fix this, okay? i know it was explained in the readme but the icons need to change.
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Post by Mogri »

Do you have any suggestions? The slowdown ones are pretty obvious from the moment you get them as are the swap ones. The jumper powerup isn't obvious until you jump, but that's the whole basis of one of the very first levels (5?), so it's not hard to figure out either.

The lifekits are probably the least obvious, but the only change I can think is to make them into a heart. The "on" button's function varies from level to level. I suppose I could change its graphic based on the current level's functionality.
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Post by misterj »

i guess it sounds kind of stupid of me to be talking having not played the game in months, maybe it's even been changed since then.

from what i remember, none of the icons were animated, animating them could help! look at the gradius gaiden icons for a good example of how to do it(and i'm referring to on weapon select; not the power ups in levels).

i've been looking for the thread on gradius homeworld with the graddy gaiden sprites but cannot find it :(
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