Kwingtones

Get in Tune!


What's New

I just figured out why I can't upload stuff! I went over my bandwidth! I guess I'll by using that Kwing95 account more now. Nice thing to know! Also, I may find a way to slip in a few uploads, as I'm removing some old media I'm not using.

Lastly, the site is being renamed to Kwingtones.

Previously New

How to make good levels on Platform Racing:

Blocks:

  • Basic Blocks - Use either all one kind of BB, or an equal abundance of each, unless there's a theme that would fit well if done otherwise.
  • Brick Blocks - Use as you want, but the primary use for pro players is to prevent players from reaching a safe spot, which can be an advantage OR disadvantage depending on how it is used.
  • Finish Blocks: Either spread them out or clump them together touching, because if they are close but not touching it can just have a ridiculous look to it.
  • Ice Blocks: Best used on a steep climb that involves jumping upon a single floating IB, or near a death trap when the player would have high momentum.
  • Single Item Blocks: Can be used for normal purposes, or for areas where a player must take only one, return to an area and use it, and go back for one more, repeating the previously stated process... Can contribute a simple or complex element to the level.
  • Infinite Item Blocks: Best used where you would be completely dependant on a powerup, like a Teleport or a glitch involving a specific powerup. If you include these, it is almost always best to make sure that Lightning is not the only powerup involved in the level. ALMOST.
  • Left/Right Blocks: Usually these are best when clumped together, or used as a trap. These can be used for MANY purposes, which can often include one-way entrances/exits.
  • Up Blocks: Use as you wish. Can add a very good element if you have it set so that your head is stuck to it.
  • Down Blocks: Aside from a speedy descent, these are very good if you want a player to Super Jump. If that is how you use them, take care to make sure that your trick can not be beaten by a clever mind and series of jumps.
  • Mine Blocks: These can be used just to prevent a player from moving through an area quickly (as they will eventually be able to detonate all of the mines) or for glitches.
  • Crumble Blocks: A good use for a door, or for a mining/digging-themed level. Experiment making them an essential element towards completing the level.
  • Vanish Blocks: It can be hard making a Vanish Block be more of a danger than an annoyance... Best used at a critical area, where a player can't afford a margin of error (if you want to make it hard).
  • Move Blocks: Unless you want the completion of the level to be entirely luck, try to contain them in a box of water, unless you have a very, very valid reason why not to.
  • Water Blocks: These are primarily used as ladders or "slow-downers" for the players. A very convenient and clever use is a way to contain Push Blocks within these.
  • Rotate Blocks: It's hard to get a good number of RBs in a level, having neither too many nor not enough. Be very careful when making sure that the blocks are used intelligently, and with a need to use them, rather than a convenience. The best advice for these is to use them wisely, or your level will be, without a doubt, crummy.
  • Push Blocks: These can mean the difference between winning and losing a level, so make sure you use them as a weapon and/or salvation in your level, unless you intend to make them a very small element to your level.
  • Happy Block: Use sparingly, because anymore than about six of these in your level can easily result in having an Uber/Superman/Ultra/Powerhouse level, so unless that is what you want it to be, be VERY sparing with these, unless you have Sad Blocks that run through a tunnel where you must hit them to advance to the exit.
  • Sad Blocks: Like the Vanish Blocks, you will have to be careful that you use these more as a danger than an annoyance. One way to do this is to make a crawl space, as when you have very low stats, it is literally impossible to move through a crawl space.
  • Safety Net: Use these to make sure a player can't get past a space. Be shrewd that it penetrates one block INTO the ground, or the players will easily be able to bypass right through it. These can also be a good thing if they block a player from tumbling into a 5-mile fall, which would just waste lots of time. These also work well for Teamwork levels, where someone needs to shoot a laser through an area of SN, so that a player can't pass through but a laser can.
Layers (1-3):

  • Use the automatic elements (like trees) in an artistic or logical way, unless the lack of logic is a theme for your level.
  • When drawing, make sure that if you're writing, it contributes a fun/interesting/necessary element to the game, for instance, arrows, instructions, hints, or directions. If you're drawing, make sure that you spend at least 45 seconds on it, no matter what you're drawing.
  • Layer 1 works well for walls, and Layer 2/3 work great for anything behind the windows (spaces uncolored in Layer 1).
Background:

  • It is advisable that you will want to choose a logical background, or just an interesting or fitting one if your level doesn't have a theme.
  • If you want a custom background, just draw something really big on Layer 3 and try to prevent the players from seeing too much of the background at one time for the effect to work well.
  • If your background is going to be a solid color, try to make it fitting and complementary to the rest of the level, giving it a warm/cool/creepy/cute mood to it.
Settings:

  • Music: Either don't set it and leave it at random, or choose a fitting song for the level, even if it's one you don't like.
  • Minimum Level: Never make it higher than about 20, because it will pass out of the Newest section before many players can get a chance to play it, and even at that, very few players play levels aside from Campaign.
  • Gravity: I usually keep it at 1, although other good factors are 0, 0.5, and 99999. Anything other than that and people probably won't notice a difference between the previously stated ones anyway.
  • Time: Unless your level is a real whopper, just play it with 999 seconds, record how long it took you to complete it, and make the time given the amount of time you took, plus about another 30-45 seconds.
  • Items: Unless you want a war, remove any unnecessary combat items, unless you need them to glitch or blast through an area of Brick Blocks. The Jet Pack will probably be a good thing to remove, unless of course you need it to complete the level, or that is part of the theme. Speed Burst and Super Jump are rarely necessary for a level, so if you're making a hard level, remove them. Teleports can usually be removed, and if that's the theme of your level, make that the only one available. Otherwise, the Teleport is just a shortcut.
Misc:

  • You should probably involve glitches, but not too many, as they change frequently. Make it an amount that you won't mind changing every once in a while in case Jiggmin changes the scripting.
  • If you're going to have a level with questions or a quiz, make the questions GOOD. Make them not-too hard, and make the wrong answers (if they're a pit) End with TWO blocks of Safety Nets, as with only one, you may glitch and hit the bottom, making the level utterly impossible. This is a common mistake.
  • Be creative!
When you try hard on a level, ANYTHING is possible!

Welcome


Welcome to my site, wh
ere you will find my, forum, games, and videos. This site also features a selection of game codes and strategies. Enjoy my site, and contact me at thejunkiebox@gmail.com if you would like to send me comments, suggestions for my site, or otherwise contact me. Until then, roam around on my site and give me your credit card numbers!

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Flash applications available for download through Firefox only!!
If you want to download any of my media (pictures, games, animations), all you have to do is:
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  • Right-click, control-click, or "Tools" (at top of Firefox browser) and select "Page Info"
  • Switch to the tab "Media" from "General" at the top of the window that pops up
  • Scroll through the list. Any Flash files should be coded as "embed," and any pictures should be coded as "image"
  • Click on the URL of the file you want to download (the full URL is self-explanatory of which file it is)
  • Right-click or control-click on the selectable text across from "Address" and select "Select All" (that sentence is really messed up)
  • Copy all of the text and put it into the URL box
  • Visit the raw file, and copy the URL from the URL box now
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NOTE: "Before all of you go shooting off "Once you have the URL, why can't you just paste it into a link?", this is because many of my files have spaces in them, like Squatty(SPACE)2, and in URLs, all spaces are converted into the sequence "%20," so it's easier to automatically have the URL box turn "Squatty 2" into Squatty%202" etc. instead of you having to do it manually.

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