I have worked very hard on this level...some parts were very difficult for me and I still didn't get a Perfect!...missing 3 coinz....is there something, somewhere that I missed?, found all of the secretz, I am pretty sure...the gunhatz, the gauntletz, the shovelz, the timebombz, the shovelz at the GOLF maze...?
Just before you bring the Warpstone to the King, are there any Tilez easily reached that look like Holez? If so, that may be where you find a Coin or two. The other possibility is right near the King'z Fortress, where there is the giant EyeCandy. Wave your Gauntletz around in that area, and you may find some breakable objects ... containing a Coin or two (or three).
Sorry to bug you but here I am again, feeling rather dumb :-[ I have found the timebombz and I'm filling in holes etc. I know I need to get to the hole by the goober straw (near the four purple switches, and near where the boomerang was) because there is a BOT switch there that needs to be pressed if I intend to finish the level. My problem is that once I dig it up I can't get back to the timebombz. I tried digging it up later but that didn't work. How can I get through that quicksand going and coming back??
A million games out there and I get stuck in a Gruntz game!
I'm at the first shovel. I thought I couldn't get back to the timebombz...I didn't realize until after I wrote that the blue toggle switch might control more tiles than I could see at the bottom of the screen. I was almost asleep when that idea hit me. I just now tried it and sure enough..... :-[ But thanks for the hint on what tools come next.
A million games out there and I get stuck in a Gruntz game!
altough i lost a coin somewher ... it was a good cl... thank u gooroo... i love the way u use the graphicz to make things interesting ... i'll try sometime in the future to get a perfect :-[
On my very first Custom Level (Yellow Peril, Proverbs 14-12), I had some help from Gamer on the graphics ... showing me how to 'spruce up' my Custom Level. I have taken what he passed on to me to heart, and try to be pleasing to the eye ... even if I can't be truly 'puzzling'.
Having great graphics can really add to a level. I saw this during Guenter's "The Rock III" which I really enjoyed the graphics at the time I played it. Generally Guenter is the role model to live up to on both Graphics and Game Play.
One thing that I will write out (if I have time) is making "Extras" in your level, which (if my memory is right) is much of the work I did on GooRoo's level. It was a fun thing too, anyone who knows me, knows the space level (where Yellow Peril is set in) is my favorite level set!
I have downloaded the Level Editor, and played with it a bit, but how do you get started, and what inspires you when creating a level? How do you think of all the mini puzzles in each level and how you want the level to go? Is there a "Creating Custom Levels for Dummies" manual? I appreciate the graphics and layout, it makes the levels more interesting and fun, and you don't have to walk your gruntz over a lot of empty tiles.
I have downloaded the Level Editor, and played with it a bit,
Just say the word, and you will be 'promoted' to 'Designer' status, so you may view the on-line Gruntz Level Editor manual we have been working on here! (My ears are buzzing ... I will take that as 'the word'. )
but how do you get started,
I open one of the 8 Custom Quest Level templatez, and immediately do a "Save as ...", then make all of my changez in the new Custom Level. That save creating a lot of entries. Being a rather lazy individual, I further sped up the creation of new Custom Quest Levelz for myself by creating my own templatez. They have every Tile placed in an array of about 21X16, so I can see at a glance what each Tile looks like. They also have several Objectz defined, and are (minimally) playable.
Anyone interested in these self-made tutorial templatez need only ask for them, and I will either e-mail them to you or (if enough people request them) make them available for download as threadz within the Gruntz Level Editor Boardz.
and what inspires you when creating a level?
I am probably not the best pattern to follow ... I choose a Title first, and that usually suggestz a theme. The theme then suggestz the mini-puzzlez. In my current CL, the theme not only suggested much of the layout, but also established definite limits on the size of each mini-puzzle ... and forced me to design a very linear solution. So far, I believe the CL to be playable in 'Easy' mode (but I have not tested it that way ... yet), with Secret Switchez that only come into play to enable Coinz to be acquired, and a SecretTeleporterSwitch that only allows acquiring the four Warp Letterz. The solver must play in the normal mode in order to achieve a "PERFECT!" score, but can bring the Warpstone to the King in 'Easy' mode.
How do you think of all the mini puzzles in each level and how you want the level to go?
That is becoming the most difficult part of creating a Custom Level! So many things have already been done, it is hard to introduce something 'new'. The 'gimmick' in my current CL is that the solver starts out able to see where the Warpstone is, but is unable to move directly into any adjacent area! All movement (outside of Secretz) is via Wormholez, and there are from two to eight possible placez where the Wormhole found in any mini-puzzle may take the solver. The solver does not have to decide what Wormhole to take ... but needs to figure out what Tool will be first required in the next mini-puzzle ... which Grunt to send through the wormhole first.
Is there a "Creating Custom Levels for Dummies" manual? I appreciate the graphics and layout, it makes the levels more interesting and fun, and you don't have to walk your gruntz over a lot of empty tiles.
Yep, I think 'Designer' status is for you ... you will probably want access to the GLE on-line 'manual' as an aid to answering (some of) your questions.
I wouldn't jump to any conclusions yet, GooRoo, it will take a long time before this Gruntzer is ready to design a CL....but it does intrigue me!!! I will have to start at the beginning...Once Upon a Time, there was a Grunt......thanks for all the help!
Now you have some more reading to do , and (hopefully) some good resource for your effort in designing your own Custom Level. I left one Board open for non-staff members to post about the Gruntz Level Editor, should you find any errors, or simply need more information about any thread. We don't want everyone who can view the GLE threads posting in them ... that would defeat the idea of them being a 'manual'. But viewers feedback about errors, or just things that need clarification, will be used in updating the main threads. I'd like to think that the GLE manual here is an improvement over the Help file in the GLE program, if only because it is dynamic ... changeable to meet the needs of the users.
This is another Gruntz Custom Level without a Statz Page image ... and consequently no Statz info: we can post in the original thread.
Would someone please (re-)play this CL, (preferably make a (ordered) list of the actual Toolz/Toyz/Powerupz acquired) and do a screen grab of the Statz Page showing a "PERFECT!" result? Send the JPEG attachment in e-mail with any other data to GooRoo@marinersmvp.com.
I finish this level but I lost one coinz, Where is this coins?
This is a rather old Custom Level, with an old style walk-through, so it does not contain an inventory of the itemz to be found. I may have to take a break from my current Forum project, and both re-play this Custom Level myself (to refresh my memory of it) and update the walk-through to current standardz, including inventoriez of the objectz to be found. Such an inventory of Coinz would allow you to determine which one you missed.
You did, of course, "wave your Shovel around the map to see if there is anything dig-able" and "wave your Gauntletz around the map to see if there is anything breakable" (one of GooRoo's rulez), didn't you?
I just managed a "PERFECT!" as part of re-writing the walk-through into full HTML ... sectioned, so that the solver seez only what they really need help with, and not the entire solution ... when they prefer to exercise their own brain first. At least, now I know how many Coinz (and other objectz) are to be found in this old Custom Level.
There is one Coin that cannot be found by waving a Shovel or Gauntletz around the map. It has an Arrow pointing toward it in the region of the King's Fortress ... under the huge EyeCandy. You find one Coin by waving your Gauntletz around in the area, because it is under a Mushroom. But the one you are most likely to miss is an InGameIcon ... nothing to dig up or break. Gauntletz just has to walk a little further into the EyeCandy, to get the hidden Coin . If you have a SAVE just before taking the Warpstone to the King, it is a simple matter to earn your "PERFECT!" score.