BattlezM
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Post by BattlezM on Nov 24, 2010 17:56:01 GMT -8
I think I'd have added it in by now..but I don't know how to modify the html files.
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GooRoo
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Post by GooRoo on Nov 24, 2010 22:05:13 GMT -8
I just learned that tilez 97 and 98 are not actually Clear - they act like Solid tilez instead, as gruntz cannot walk on them and they die if they enter them through arrowz. EDIT: Oh, and just one more thing - can I suggest adding this discovery to the GruntPuddle article? Interesting! I vaguely remember the thread, but did not consider that some experimentation was in order to confirm the 'partial goo value' aspect for intentional use. I also recall that a rather 'easy' Custom Level had Goo Puddlez that did not provide 1/4th of a Goo Well filling ... "ChainedProblemz", IIRC. It is too late for me to pursue that tonight, as I am just about ready for bed ... but I will look into it tomorrow. I will post whatever I find in this thread, and update the Gruntz Level Editor manual entry, as well. BTW, thank you for the nice linkz to the thread and the HTML member! That really speedz thingz up!
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Zu
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Post by Zu on Dec 19, 2010 4:20:04 GMT -8
A few discoveries to note:
* Suicide Bomber, if stopped in the middle of kamikaze run by the toy, will NOT press the switch that's on the same tile as the toy. He will stop on the center of switch, will stand on it, but will not *press* it. That was a little problem for me, as I needed to redesign that part of my puzzle so they don't have to stop on the switch and keep it pressed, but just run mindlessly on them, so they can be actually pressed.
* It seems that the same problem like with Goober Grunt - if he's standing on the goo puddle, then he will not move and not drink it up - is applied also to the Shovel Grunt. I've set him to stand on the mound and have other moundz around him, and he wasn't digging them up - he was just standing in place. When I've used the TileSecretTrigger to turn the mound he was standing on into something un-diggable, he immediately started to dig up the moundz around him.
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BattlezM
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Is my hat too big?
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Post by BattlezM on Dec 19, 2010 10:27:19 GMT -8
I've encountered these problemz before myself, though forgot to update on them for some reason, may have been before my mod status dayz though.
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Zu
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Post by Zu on Dec 21, 2010 4:28:42 GMT -8
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Zu
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Post by Zu on Dec 23, 2010 23:46:09 GMT -8
There's one logic that is used in Standard Levelz, but is not listed in Manual - DoNothing. Basically, this is the logic for objectz supposed to be EyeCandiez that can be passed over, rather than under.
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GooRoo
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Post by GooRoo on Dec 24, 2010 5:49:03 GMT -8
There's one logic that is used in Standard Levelz, but is not listed in Manual - DoNothing. Basically, this is the logic for objectz supposed to be EyeCandiez that can be passed over, rather than under. I believe that it was an early development 'logic' that became Behind(Eye)Candy in the released version. I never even considered adding such an element. I believe I also passed on 'WarLord' ... but because it was a Battlez element, and I could never develop an interest in Battlez.
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GooRoo
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Post by GooRoo on Oct 27, 2013 14:44:55 GMT -8
I just learned that tilez 97 and 98 are not actually Clear - they act like Solid tilez instead, as gruntz cannot walk on them and they die if they enter them through arrowz. EDIT: Oh, and just one more thing - can I suggest adding this discovery to the GruntPuddle article? Well, it took a while for me to run across this post, and actually DO something about it. Click on your own link to see the resultz. (I had to hit F5 (refresh) to see it, myself.)
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Zu
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Post by Zu on Jul 26, 2015 7:38:54 GMT -8
There's one thing GLEM doesn't mention... when you want to make an enemy grunt who starts the level carrying a toy (Toyers specifically), you need to input the Toy's value in the DAMAGE field rather than Powerup. Otherwise, the game will crash.
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GooRoo
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Post by GooRoo on Jul 26, 2015 10:28:55 GMT -8
There's one thing GLEM doesn't mention... when you want to make an enemy grunt who starts the level carrying a toy (Toyers specifically), you need to input the Toy's value in the DAMAGE field rather than Powerup. Otherwise, the game will crash. Would you want something like this?
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Zu
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Post by Zu on Jul 26, 2015 11:54:31 GMT -8
Yes, this is definitely much better. But I would recommend rewording this part, since it makes it sound like you can't input any value other than zero in there:
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GooRoo
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Post by GooRoo on Jul 26, 2015 16:03:09 GMT -8
Yes, this is definitely much better. But I would recommend rewording this part, since it makes it sound like you can't input any value other than zero in there: If you click on the link "Tool" that opens up the dialogue showing the valid Tool types ... which would be valid to give a Toyer (yes, he can have a tool) to use after he gives away the Toy he is carrying. Normally, the Designer would probably want that to be a weak one ... such as a Magic Wand.
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Zu
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Post by Zu on Jul 27, 2015 3:11:11 GMT -8
I know, I realize the intention... I'm just saying that it's presented in a visually confusing way. I'd suggest something like: "0 (default): bare-handed Grunt... see Tool type for other values. Attempting to input values other than the ones listed may cause Gruntz to abort."EDIT: Also, something interesting I just discovered... a Tool Thief grunt will not attempt to pursue and steal from a grunt carrying a bomb.
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Zu
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Post by Zu on Jun 26, 2018 14:42:25 GMT -8
Here's an interesting fact we just discovered: apparently, if you set an orange switch to be connected only to itself, with no other orange switches around, then it will act the same way a black switch does.
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GooRoo
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Post by GooRoo on Jun 26, 2018 18:42:49 GMT -8
Here's an interesting fact we just discovered: apparently, if you set an orange switch to be connected only to itself, with no other orange switches around, then it will act the same way a black switch does. Actually, this is a bug in the game engine that is fairly universal. I resist entering these into the GLEM because they are bugs, and not features that are merely undocumented. It turns out that any Switch may be used to control any triggered objects, as I showed in my Quest "Metamorphosis", where Black One-Time Switches (by definition) acted like Question Mark Switches, but with the changes being permanent. Several puzzles have been submitted with Green Switches controlling Bridge Tiles (which the documentation says are controlled by Blue Switches). There is at least one Quest with Switches of every color controlling objects other than what the documentation shows as the correct relationship.
IMHO, any puzzle with misused Switches should be rejected until changed to agree with the intended Switch/Trigger relationship.
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Post by ILoveGruntz on Jun 27, 2018 1:34:25 GMT -8
Agreed. Gruntz relies on a very specific visual language to let the player know what each switch does. Trying to break this language would only be confusing and frustrating.
The only way I could see this used is as a side effect in the immediate vicinity to the switch. And even that has a possibility of making things weird.
As an aside - this is not a bug. I think the game is built with no real difference between yellow, green or blue switchez. Just as there is no real difference between different ground tiles, or wall tiles. It really is only a matter of the designer choosing not to break the intended relationships.
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Zu
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Post by Zu on Jun 27, 2018 1:59:37 GMT -8
The funny part is that orange switches are being used the way I described it in the final one of the standard Space levels.
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GooRoo
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Post by GooRoo on Jun 27, 2018 6:51:25 GMT -8
The funny part is that orange switches are being used the way I described it in the final one of the standard Space levels. One of the more recent Custom Level Questz I played had a single Orange Up/Down Switch, controlling a single Orange Pyramid. The intended operation of OUDSz has been used (very well!) by Gaby in several of her efforts. "The Final Battle" has about half a dozen of them, and I never noticed any misuse there, but then it was hard enough to solve the puzzle, without taking time to puzzle out if everything was done "according to Hoyle". Is that the one you are referring to?
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Zu
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Post by Zu on Jun 28, 2018 2:38:57 GMT -8
Yes. One can prove that by opening the Final Battle in GLE and examining the switches' logicz.
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