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Haha yep that's one major skip in my level. I noticed that it could be possible but didn't put a kill plane to allow for the sequence break.
Congrats on being the very first speedrun video ever to exist for any of my mods :) It was super cool to see!
https://youtu.be/W0IxpkBOBR4
With optimized movement and less screwups on my part, i definitely believe sub-1min is possible
it may also be possible to avoid the dive cancel after side skip and even use the bounce to avoid some of the spinning things entirely. cant wait to see it happen :)
I think it depends on whether you currently have the remix version enabled or not. You know: when you talk to the Owls playing in the band on your spaceship, you can toggle between the two variants.
If I'm right, your settings in the actual game should affect the results in the editor (or when you "normally" play mod levels). So if you activated the remix during normal gameplay, try deactivating it.
Also, since it depends on a person's own game files/settings, it it possible that even though the normal music would be playing for you, another player might start hearing the remixed version while playing your level, if they also had it enabled.
Currently, I do not know whether there is a workaround to prevent this, but I'll look into it.
I'll be sure to check your map out! I just submitted some of the aforementioned fixes as an update and gave you a shoutout.
Quick question, i noticed that my level music is playing the wrong track all of a sudden. I wanna play the regular Hat on the Mooon music that goes with the intro cutscene, but it keeps playing the Jazz remix of Hat on the Moon of it instead.
I am 100000% sure i'm setting the correct soundcue as the music in world info, and i even tried making a custom music tree with Hat on the Moon as the sole link from the root node. That didn't work either. As a test, i set the alps_final music as the level music and it worked just fine.
What do?!
Also, feel free to check it out in the editor, especially the Kismet part. There's a looooot of things going on there. It may be overwhelming at first, but who knows, maybe you'll figure out some things' working mechanics.
I'll be happy to give an explanation on anything if it's not clear. :)
I also used Weegee's guide as a starting point to begin building my own map, but I managed to figure out a bunch of things for myself along the way.
Here's a very importang thing that took me a while:
While you have an object/actor/volume selected in you map, open Kismet, and when you right click, there will be option near the bottom to add an Event related to that actor.
For example, you can use this to continously trigger and event when the player touches a certain volume, or cease it when they leave the area. I used this to make a "more cinematic" sideview camera shot for certain wall jumps.
Thanks a bunch for all of the feedback! I really appreciate that you went the extra mile and took a peek at my kismet set up.
I did try testing ym mod after cooking it and i suspected that some folks may be skipping the intro after the second checkpoint but i didn't get around to testing that. I'm releasing a fix for this as i type this out.
I didn't wanna use slippery volumes everywhere because it does disable the ability to jump. I havent found a fix for that, so my workaround was using them in jsut such a way to make hat girl start sliding and trust the player jsut followed the spirit of the level.
As for teh ice platforms, believe me, i wanted to do this in maybe 3 jumps. but the platform have a limit on how far tehy can launch you. Same with cannons. Maybe ziplines or a door would be better?
Thanks again for your feedback! You were not overly critical, and very constructive and i love that you took the time to be so on my little map :)
But, it was a first level, and trying to do something "not a typical time rift" right off the bat was ambitious of you.
Sorry if my comments felt a bit critical, I'm only trying to help out as much as I can.
In fact, feel free to ask about something if it wasn't clear enough.
I want as many people to make as many great levels as possible, so keep on improving, and tell me when you release your next map. :)
Try to avoid using the same gameplay elements for prolonged amounts of times, especially if the player does not have to do anything during the sequence. Yes, I'm talking about the Ice panels, and yes, I know you wanted to make the player go back to the top with their help, but it could have been achieved with fewer, bigger jumps. Don't let the player get bored.
Next up, the sliding. I saw you used 'slippery volumes' to make the player start sliding. Since the player SHOULD be sliding for the entirity of the slope section, you should make those volumes cover the entiriy of the platforms. Elsewise, the player can just stand up in the middle and start jogging casually.
First of all, I found the missing piece to Locustorm's problem #2.
Hat Kid WILL start sliding prematurely during the intro cinematic if you die after reaching the 2nd checkpoint, BUT only if the player skips said intro.
I opened your level in the editor and looked at your Kismet set up. You did good using the Level Intro action to start your camera Matinee, but you should also connect the Intro's "Finished" point to the Matinee's Stop option. That way, when someone skips the intro, they can get right back to the action and are not forced to wait until the camera control "gets back in their hands".
Oh do you mean that you lost all of your lives after the checkpoint on the ramp before the spinning circles? If so, i can look into a fix for that.
Love your concept dou but I think need some bug fixing
1) I did not encounter that when testing. If you could find a way to reliability reproduce it, let me know. Does it seem to just not loop correctly?
2) also did not see that in testing. I'll see if I can reproduce it.
3a)also never encountered that in testing. In fact, hat kid almost always immedeately turned 180 by herself when landing on the large ramp. Are you jumping on to the rp or just letting hat kid just fall onto it while sliding?
3b) that section can be completed without mods, but the no bonk badge is recommended. I don't know why you would be going under the ramps, though...in general, the pons should guide you on how I intended you to get around the spinning circles.
I hope that helps!
1.) The music sometimes glitches in and out; I'm not sure what causes it.
2.) If I died after the 2nd checkpoint, the intro cutscene would play but Hat Kid would also be moving, causing me to fall to my doom during a cinematic.
3.) Two segments felt off to play.
a. The 180-spin onto the large ramp after the first turn; sometimes I continue down the path, sometimes Hat Kid bounces off the ramp sideways and flies into space; this wouldn't be a problem except the game doesn't let me jump when this happens and I'm doing near the same button inputs each time.
b. The second rotating circle section; the circles aside, the hookshots keep sending Hat Kid below the ramps, requiring me to use mods to complete this part.
Still, I like the general level design; nice work :)