bluegrass diamond mine

by b̷̒͘e̶̓́č̶͑um̶̒͘
created Jan 24, 2022
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zaik

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thanks for the tips zaik! after exploring for the fog trigger you talked about i found some others, i dont really know how to delete them though now, i keep right clicking on them and it doesnt go away. wish there was a tutorial for this :\. Hopefully the diamonds are fixed because it was really hard to get through them in the last map i never thought of zaik's dustblock idea, its really good! The camera still doesnt seem like it does anything. the one problem with zaiks dustblock idea (it is a really good idea so dont take this wrogn) but the one problem is that the dustblocks and regular blocks are the same color and its really hard to see. I tried to cover the blocks you walk on with other blocks (because for some reason they were a different color????) anyway would appreciate help wherever i can get it, I don't think my colors look right at all (im super not creative so sorry) but they are pretty bright and look cool to me

anyway thanks!

1 comment

Zaik
said Mar 1, 2022
I missed this the first time around.

To delete a fog trigger, it should be enough to right click it. Just make sure youre in the trigger menu (can press T to get in there). (you could also do select (press R) and make it select only triggers, and then select what you want gone and press delete)

Cameras need to be connected to each other and follow the path you want the camera to take
http://atlas.dustforce.com/8441/camera-tutorial-z
Is a tutorial of sorts

Dustblocks being the same color as regular collision blocks is just an unfortunate limitation you have to work around. Placing tiles on layer 20 over the solid non-diamond terrain is an excellent solution! The reason they are a different color is that the fog trigger specifies colors per layer. So you specify one color for layer 19 (collision), in your case bright cyan, and one color for layer 20 (foreground). You can also specify how much you want the color to override.

In addition, for the end trigger you should have _one_ end trigger and tie it to each enemy you want the player to have to kill in order to finish the level.

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