Dedicated additional levels page now accessible via the quick link tabs on forum header .                 ~ vidski
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Congratulations on creating some levels!!
I have not played them yet, but I noticed that in the directory shot-cf, the files end with ".png.png", and in set-cf.txt, there is typed "shot-cf/2way1.png". In my experience, many Windows programs automatically add a file extension, which is invisible in Windows but visible in Linux. Until I removed the extra file extensions in shot-cf, the level screen shots as viewed in-game were white.
Looking forward to it,
--It the it
So far I have completed your Crazy Force and Light Force level sets. I would say the best of these is the first level of Crazy Force. I like that the translucent glass maze makes the way to the goal not immediately obvious, even though it is simple.
I have not been able to collect all of the coins without having the time run out first. Once I collect them all, I am still approaching the fifth turn from the goal with about 10 seconds remaining. I am just saying I think the time limit should be a little longer, maybe about 10-15 seconds more? Or maybe I just have to "git gud"?
Lastly, I sometimes have a little trouble quickly rolling back up the initial glass ramp and onto the walkway next to it, because the outer walls obscure the view. Maybe you could make some of or all of the walls glass, which is something MYM (creator of Tour de Force) or Elvis (creator of Nevermania) might do?
Keep up the good work,
--It the it
I agree with It the it that CF01 is your best level to date, I wasn't able to grab all coins in time as well. I also assume that it's impossible (at least on purpose) to grab all of the 4 blue coins in LF03.
Another thing is:
I have the feeling that the levels in your sets are not arranged by means of difficulty. For example: CF04, LF05 and SF03 must be the easiest levels in the accompanying sets, so in my opinion they should rather be placed right at the beginning. But actually that's not so important and depends on how you want it.
In LF02 (bm.sol) the timer must be fixed (it's not running), this is also why you can't save replays of it.
I have noticed that some of the targets for your goals and teleporters are a bit off center. To fix this, you can select the top surface of the brush you are using for the target and press the "S" key. This opens the surface inspector. It is an immensely helpful tool, allowing you to set an offset to textures, fit them onto the surface, etc. (More about surface inspector in documentation: http://icculus.org/gtkradiant/documenta … htm#tools4 ).
I have also noticed that many of your suspended goals and teleporters have no target. I would not call this a problem; however, none of the official Neverball levels have any targetless goals or teleporters, if you want to be consistent with the visual aspects of the official levels. (To my knowledge, the only exception is the vertical poles in Nevermania level 5, when all of the coins have been collected.) If you want to add a target with which the ball will not collide, you can select your brush and select "make detail" in the "Brush" dropdown menu. (Hotkey: ctrl+m)
For more information on creating targets, etc., go to https://github.com/Neverball/neverball- … Editing.md
--It the it
EDIT: After I said to press the "S" key, I forgot to say to click the "fit" button. This shrinks the texture to fit the dimensions of the brush face. If the face is rectangular and the texture is square, the texture will stretch accommodate. If you want a texture to be size A and have the brush be size B, I would recommend fitting the texture when the brush is size A before resizing the brush to size B. (Suppose you want a goal texture to be the default 128x128px and to resize the brush to be 64 units in length and width.)
I also forgot to say that if you click "texture lock" in one of the dropdown menus (hotkey: shift+t , I think) before moving a brush with the desired modifications, the textures will not shift around. Just remember to disable texture lock when you are done with it, or many textures will be unnecessarily shifted.