Toki Tori 2+

Toki Tori 2+

Toki Tori 2+ Community Levels
Welcome to the Toki Tori 2+ community levels page. With the included level editor, you can easily create your own levels. Be creative and share your creations with the Toki Tori 2+ community!
TheGlecter 24 Jul, 2013 @ 4:22pm
Some Questions/Requests about the Editor.
So I've just completed the game (loved every bit of it! :D) and I'm starting to deal with Workshop maps and the Level editor. I've hardly grasped the surface so far but have a few questions about how to do stuff already! They may very likely be unimplemented features, though, so if that's the case, I wanted to ask TwoTribes if they'll be kind enough to add these in the future:

1. Is there any way to open the official levels in the editor? I've tried to copy them into the custom levels folder, but as soon as I open one, the editor closes and I'm just sent to the world map. I think I can figure out most of the editor's basic stuff on my own, but I was interested in seeing how the complex stuff (triggers, lights, camera effects) were done in a proffesional map. If we can't deal with the game's levels, a downloadable example map (such as the ones from TT1) would be very appreciated.

2. Having played some custom maps, I think the collectibles are kinda pointlesss since your goal is just reaching the exit... Is there any way I can lock the exit door until the player has grabbed every collectible in the map? That's probably an unimplemented feature but I was surprised to to see it (thought custom maps were all going to be about collecting everything...).
I'd love to be able to place a collectible-dropping stone in a level, which triggered an event once it's filled up (such as activating the exit door, or maybe a door to a bonus puzzle, or something like that...).

3. This one is just a little request: What about a little 'View in Workshop' button in the Workshop's game page that sent you directly to the specific Workshop page of the selected map? It's going to be a bit tedious to navigate through the Workshop to uninstall and comment stuff you've played once the map collection gets a little larger...

That's it so far... Now let's think some puzzles! :D
Last edited by TheGlecter; 24 Jul, 2013 @ 4:25pm
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Showing 1-7 of 7 comments
watahaya 8 24 Jul, 2013 @ 8:05pm 
I want to know how a trigger works too!
I also like your idea. :D
Vatticwave 2 28 Jul, 2013 @ 10:50am 
Yup, i've also thought that about the collectibles. They should have any use!! :frog:
OMG..if ever there was a need for the rewind feature that TT1 had, TT2 user levels has that need, few things I noticed in the ediitor, oops, not qualified to comment, soz, loved the game, the wait was definitely worth it, fantastic job TT, liked GLs suggestion that the exit door won't open till there are enough collectibles collected, I have a hard lvl ready to go but will work on an easier one for public consumption...thx guys , luv yas all :)

hessel 6 9 Aug, 2013 @ 1:31am 
1. Hey, I'll try to put up an example level somewhere that has some complex(er) effects in it. Not sure when or how that is going to work.

2. Yes, the collectibles do nothing but you can use them to guide the player, like a breadcrumb trail. This is especially useful when the level exit is not visible from the start of the level. We didn't (really) block any area of the game by the amount of collected collectibles. So, maybe, neither should you?

3. Is coming in a future update.
TheGlecter 12 Aug, 2013 @ 11:29am 
Thank you very much for replying hessel! :)

I was seeing collectibles as a way to add an extra layer of complexity to the main puzzle(s) by adding secret places, just like it's done in the main game. I'm afraid if I did that, most players would just reach the exit door and think they're done with my map when they may have bypassed a considerable ammount of harder puzzles.

I've been thinking that locking the exit door may be too harsh to the player, forcing a restart or multiple rewinds, which would be totally annoying. However, I think the game really needs something to encourage the player to finish the map 100%, or at least something to let him/her know the level was solved in a partial way... Maybe it's just a matter of showing the % of gathered collectibles in the Workshop maplist, or a collectible-dropping stone next to the exit door...

A 'Toki Tori 1 style' kind of map, where you had to gather all the collectibles, would still be awesome, though... but maybe those maps shouldn't feature exit doors at all... The only problem would be how to tell the player to collect the items instead of finding the door, but that could be done with the collectible-dropping stone aswell (a larger one than the ones found in the game, so it looks like a main objective). Maybe it could be something like, when you fill the stone completely, Toki Tori plays the usual stone hitting animation, and the eagle comes and carries him out of the map... ;)

So, to sum up everything above, what about these features?
1. The collectible-dropper stone as an alternate way to complete a map.
2. Posibility to remove the exit door as soon as there's a collectible stone in the map.

May I suggest a custom map completion achievement (complete 10-20 custom maps) too? (yeah, asking for new features is free! ^_^). It looks super-easy to implement and will drive some more attention to Workshop maps for sure. I'm wondering how many people who finished the game has actually tried a custom level... O_o

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@cyanide: Really looking foward to trying your maps! If you need a tester, you can always release your maps as 'friends-only' and let me know you're looking for feedback! :)
Last edited by TheGlecter; 12 Aug, 2013 @ 11:31am
cyanidesolution 8 12 Aug, 2013 @ 11:21pm 
I just posted my lvl, I really don't think that anyone is gonna solve it though, not anytime soon that's for sure, looking forward to seein what you come up with GL....I figured out a few things with the editor's cameras so dissect my lvl a bit, had as much frustrating fun figuring out how it worked as I did makin the lvl..edit:.so ok, now I can't figure out how to access the user created lvls and play them, this problem is proving more difficult to solve than the actual game, anyone have a link to a step by step guide?
Last edited by cyanidesolution; 13 Aug, 2013 @ 12:13am
watahaya 8 13 Aug, 2013 @ 7:06am 
For the toher workshop link that disappeared from the workshop page. The creator must give the page's link so we can access them. I don't know too why they disappeared. May be we should create a topic to share our levels?
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