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> Automatic Levels
Mexico
El Huesudo II
Posted: Feb 7 2009, 01:00 PM
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I want to know what are your feelings on automatic levels in fangaming. Find them cheap? Awesome? Waste of time and disk space?

For those who don't know what an automatic level is, they are levels that "play themselves" and can be cleared without touching a single button (aside from selecting the level in the world map).

If you want examples, here are some.


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zzo38
Posted: Feb 7 2009, 01:02 PM
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I think it is a waste of time and disk space, in almost all cases.


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Austria
Guinea
Posted: Feb 7 2009, 01:16 PM
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They are nice to look at, but I wouldn't like those in a fangame, unless it is to convey a message or a kind of joke.
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Canada
Taiki
Posted: Feb 7 2009, 02:57 PM
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I wouldn't do it, unless its not obvious that you can do it.


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Canada
Yoshbert
Posted: Feb 7 2009, 03:05 PM
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Eat your veggies.
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I wouldn't see the point, unless its supposed to be a joke.


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United Kingdom
Pikax
Posted: Feb 7 2009, 03:42 PM
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I know a similar sort of thing called a 'hold right' level, in which the player just has to hold the right arrow key (or whatever key moves the character right) and he or she will complete the level.
A good one of those will have plenty of close calls and scenery, but as an actual level, no matter how well-dressed it is, it fails.


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Xgoff
Posted: Feb 7 2009, 04:05 PM
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they're okay in hacks or whatever, but as an actual in-game level: **** no


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Libya
Akruru
Posted: Feb 7 2009, 04:11 PM
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I think they could be interesting if used as a trick: Say a player starts on a slow moving conveyor belt, they won't see the automatic part coming and will attempt to continue on through a (probably) somewhat difficult level, and they would only come across the "automatic" part by accident.

If blatantly obvious, though, no.
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Australia
Wolfgator
Posted: Feb 7 2009, 04:55 PM
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Yeah!
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This could be a really good way of doing cutscenes.


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United States
XutaWoo
Posted: Feb 7 2009, 05:00 PM
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Like Akruru said; if it's do able by actually playing it, it's fine.

Also if it a special thing, like credits.


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Canada
Segatendo
Posted: Feb 7 2009, 05:13 PM
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They are fun to watch, but there isn't really any point in doing them.


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Mexico
El Huesudo II
Posted: Feb 9 2009, 06:16 PM
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QUOTE (Akruru @ Feb 7 2009, 04:11 PM)
I think they could be interesting if used as a trick: Say a player starts on a slow moving conveyor belt, they won't see the automatic part coming and will attempt to continue on through a (probably) somewhat difficult level, and they would only come across the "automatic" part by accident.

If blatantly obvious, though, no.

Hmmm... That actually is an interesting idea.

For example: The player begins the level falling on a moving platform that follows a route. But suddenly, it seems it's to come to the end of the route, and the player has to jump out. You jump to continue the level normally...

...or stay there, like nothing's happening, and fall to a section of the level that seems INSANE. But the player stays immobile, like nothing's happening, and sees how apparently the level gets him to the exit.

...But wait, isn't that flag red?

Congratulations, you got a secret exit.


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Brazil
Drezus
Posted: Feb 9 2009, 07:10 PM
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QUOTE (El Huesudo II @ Feb 9 2009, 08:16 PM)
Hmmm... That actually is an interesting idea.

For example: The player begins the level falling on a moving platform that follows a route. But suddenly, it seems it's to come to the end of the route, and the player has to jump out. You jump to continue the level normally...

...or stay there, like nothing's happening, and fall to a section of the level that seems INSANE. But the player stays immobile, like nothing's happening, and sees how apparently the level gets him to the exit.

...But wait, isn't that flag red?

Congratulations, you got a secret exit.

As awesome as that could, I still think it would be too cheap to get a secret exit by just letting the player stay static. Maybe you could do something better like a section of the level where things are all screwed and insane, and there's only a "STAY STATIC" sign near it. Them if the player actually stays intact in it, it starts moving he/she by itself to the other side of the section.

Of course, do things detailed so he/she would lose a life from any hazard among all that stuff if they touch the keyboard even once. That seems more reasonable than making a WHOLE level automatic (plus it looks like a funny and clever mid-level puzzle).


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United States
M. C. Productions
Posted: Feb 13 2009, 09:58 PM
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Mario series' gals = #1!
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Automatic levels?!?! I've got two words for you in relation to that -- HECK NO! Not only is it a waste of file space, but a waste of time too.

I'd rather play every single level, thank you very much. :P
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Strong
  Posted: Feb 13 2009, 11:28 PM
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yeah cool whutevar
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i would not accept automatic levels in a fangame unless the entire fangame consisted entirely of automatic levels

anything else would just feel gimmicky and it wouldn't fit with the rest of the game
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Mexico
El Huesudo II
Posted: Feb 14 2009, 11:22 AM
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QUOTE (XutaWoo @ Feb 7 2009, 05:00 PM)
Also if it a special thing, like credits.

Credits...?

Sounds nice. You beat the boss and let yourself be transported to the exit, in relief. The hero(ine) would be so tired and out of it to notice how the whole lair is falling apart around him/her and all the remaining traps are activating themselves and passing less than inches away from him/her, as the credits roll.

Cue also the team observing from the neutral or the good town in a small frame in the corner of the screen going frantic about what's going on, and unable to say anything because communications are lost.


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Spain
Sergeant DeeY
Posted: Feb 14 2009, 12:06 PM
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I don't like it, Why some people wastes his time making this kind of levels?




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United Kingdom
Black Squirrel
Posted: Feb 14 2009, 12:08 PM
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Yeah I mean if you added them in a fangame you might as well turn it into a decent cutscene or something instead.


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Finland
Ultramario
Posted: Feb 14 2009, 12:27 PM
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They are awesome, if they are very well made. Otherwise they are pointless.


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