Difference between revisions of "Quick Lighting"
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|type=Visual, Toggled | |type=Visual, Toggled | ||
|location= | |location= | ||
| − | |OffAppear=[[Mega Man 2]] | + | |OffAppear=[[Mega Man 2]]<br>[[Mega Man: The Wily Wars]]<br>Mega Man (Game Gear) |
| − | |MaGMMLAppear= | + | |MaGMMLAppear=[[Megamix Engine]] |
|appear2= | |appear2= | ||
|sprite=[[File:QuickLightingIcon.png|Quick Lighting object icon]] [[File:QuickLightingNormalIcon.png|Quick Lighting deactivation object icon]] | |sprite=[[File:QuickLightingIcon.png|Quick Lighting object icon]] [[File:QuickLightingNormalIcon.png|Quick Lighting deactivation object icon]] | ||
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*myFlag - If a switch object is placed in the level with the same flag as the Quick Lighting object, that switch can be used to turn Quick Lighting on and off. -1 (the default value) ignores the flag. | *myFlag - If a switch object is placed in the level with the same flag as the Quick Lighting object, that switch can be used to turn Quick Lighting on and off. -1 (the default value) ignores the flag. | ||
| − | ==Related | + | ==Related Articles== |
*[[Hothead]] | *[[Hothead]] | ||
*[[100 Watton]] | *[[100 Watton]] | ||
Latest revision as of 04:19, 12 October 2024
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| Animated GIF of the Quick Lighting gimmick in action. | |||||||||||||||||||
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Quick Lighting is a gimmick in Mega Man 2. It envelops the screen in darkness, rendering much of it invisible.
Quick Lighting is included in the Megamix Engine, and is planned to appear as a devkit gimmick in Make a Good Mega Man Level 3 and Make a Good 48 Hour Mega Man Level.
Behavior
Quick Lighting causes all of the tiles of the room to be pitch black at first. When certain objects are on-screen, the room will be lit up with a red tint, but it will darken again if the object in question is destroyed. Quick Lighting can also be toggled on and off by switches.
The effects of Quick Lighting will continue until the QuickLightingNormal object appears on-screen, reverting the light to its normal state.
Quick Lighting has two creation code values:
- lightSource[#] - What objects will cause the room to light up while Quick Lighting is under effect, with the # replaced with a number. The default instances of this value are:
- "lightSource[0] = objTackleFire"
- "lightSource[1] = objHothead"
- "lightSource[2] = objElectricGabyoallCurrent"
- "lightSource[3] = objQuickLaser"
- "lightSource[4] = objFireBoy"
- "lightSource[5] = objOil"
- "lightSource[6] = objHarmfulExplosion"
- "lightSource[7] = objMagmaBeam"
- "lightSource[8] = objFireBoyShot"
- "lightSource[9] = objNapalm"
- "lightSource[10] = objFireWave"
- "lightSource[11] = objFireTotem"
- "lightSource[12] = objChangkeyDragon"
- "lightSource[13] = objSuzakAndFenix"
- "lightSource[14] = objDompanFireworkSpark"
- myFlag - If a switch object is placed in the level with the same flag as the Quick Lighting object, that switch can be used to turn Quick Lighting on and off. -1 (the default value) ignores the flag.
