bowser2007 wrote:The new problem with the level is that at the first checkpoint in the level (the volcanic-ish part), the ash and the red effect don't work properly when you respawn until I approached the exit. I think you need to put another invisible hitbox that changes these effects back when the player respawns after going through the door and dying.
Ah, well spotted, I didn't notice that. That checkpoint was originally on the left side of the lava lake, and I forgot to move the hitboxes that activate the screen effects. Thanks!
bowser2007 wrote:Also I just got an idea. Since some of the items are optional to collect from previous levels, it doesn't make sense to just give every weapon to the player at the start even if they had not actually collected this.
To avoid this, when the player gets to a chest with a hidden weapon, you could give them the directions to where you would hide it in the next level so that they could access that weapon only if they had previously acquired it. So in this chapter where the player obtains the crimson staff, you could add a trigger property to the chest so that when it opens it displays what you could say is a note or something that tells you, for example, 'press x at the second pillar in the next level to use this weapon in part 3'. And in the next part you could put an invisible sign in front of the 2nd pillar in part 3 and change it so that when you 'read' the invisible sign it releases the crimson staff.
While this is a good idea, I'm probably gonna stick with what I've got now. The thing is, with the method at the moment you can choose to challenge yourself, or you can use items if you're struggling to get through the level. Your method would require some powerful memory (mainly because I spend ages on levels).
I'm probably going to credit you when I finish this, since you're been such a big help :3