powerfulmind
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Post by powerfulmind on Jul 8, 2015 0:32:13 GMT -8
...in this situation. It works completely the same like this "bug". Attachment DeletedIt's all able because the Grunt doesn't stay longer in certain position.
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Deleted
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Post by Deleted on Jul 9, 2015 5:13:09 GMT -8
Grunt was stayed on switch very short.And the pyramid was raised and lowered very fast.
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powerfulmind
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That Puddle... It tastes...like...ME!
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Post by powerfulmind on Jul 9, 2015 22:17:35 GMT -8
Grunt was stayed on switch very short.And the pyramid was raised and lowered very fast. Making it all simply. There are even more "bugz" like this, and I described all in the Threadz from Olio. They are specific for the Gruntz game.
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Post by SwordGrunt on Jul 14, 2015 15:49:45 GMT -8
Moving a Grunt over a hold switch that way will only press it for the instant of time that he reaches the tile, which is not long enough to actually raise the pyramid. Bridgez work differently in this regard however, as if you have a Grunt standing on a raised bridge and momentarily step on a hold switch, I'm pretty sure he dies. Probably because water is coded in a different way than solid tilez (pyramidz). I've always liked including those little unexpected game factz on levelz, just to keep things fresh and interesting
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powerfulmind
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That Puddle... It tastes...like...ME!
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Post by powerfulmind on Jul 14, 2015 22:56:13 GMT -8
SwordGrunt said: Bridgez work differently in this regard however, as if you have a Grunt standing on a raised bridge and momentarily step on a hold switch, I'm pretty sure he dies. Probably because water is coded in a different way than solid tilez (pyramidz). Heh, it's one and the same! You're in a mistake; the Bridgez work similar, Gruntz were staying on the Bridgez instead of Pyramidz - identical effect. I tried both Water and Death Tilez - no matter. I just noted only that if pressing this Hold Switch super-fast, the Bridge on the Death Tilez looked to be unmoved... I played on "Gruntz in Space" , maybe this is the reason.
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Post by Perfect Grunt on Jul 15, 2015 0:52:50 GMT -8
I wouldn't call this a bug. It is not bad enough to be one. ;-)
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Deleted
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Post by Deleted on Jul 15, 2015 2:59:07 GMT -8
That time of grunt stayed on switch is not enough long for game.And grunt is not died
And are you tried rolling ballz once?
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GooRoo
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Post by GooRoo on Jul 15, 2015 6:53:36 GMT -8
That time of grunt stayed on switch is not enough long for game.And grunt is not died And are you tried rolling ballz once? Rolling Ballz can be set to a wide range of speeds. I would imagine that a RB traveling at 600 milliseconds per tile over a Hold Switch would have the same result as a Grunt moving without stopping oveer such a Switch. If the speed was faster, even less chance of a Grunt being squished (or dropped); if it was (much) slower, perhaps the hazard would operate, and the Grunt would meet his demise. (Worth an experiment to see just HOW slow the RB would have to be?)
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powerfulmind
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That Puddle... It tastes...like...ME!
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Post by powerfulmind on Jul 15, 2015 23:20:36 GMT -8
That time of grunt stayed on switch is not enough long for game.And grunt is not died And are you tried rolling ballz once? Yes, I did. Note that the speed has no matter, the Grunt is always alive! Also, very interesting event... I wanted (only for fun) to crash the game by hyper-fast pressing the Switch (like if you place TileTrigger with 0 Points or Damage on the Toggling Bridge). So... I placed the Rolling Ball with negative Speed (so it's immobile) on the Blue Hold Switch. But... The Switch was pressed once! And then it was never pressed, for everytime! JUST WOW!
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