BattlezM
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Post by BattlezM on Jul 6, 2011 14:57:01 GMT -8
I can't recall exactly where it was, but take a note of the arrow pointing south near the red/green pyramid maze. Maybe toobz should take a swim down that way?
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BattlezM
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Post by BattlezM on Jun 16, 2011 10:43:41 GMT -8
Happy birthday!!
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BattlezM
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Is my hat too big?
Posts: 1,308
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Post by BattlezM on Jun 12, 2011 9:20:40 GMT -8
Happy Birthday!!
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BattlezM
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Post by BattlezM on May 14, 2011 18:24:00 GMT -8
I recall that in Age of Empires, whenever you modified the .dll filez, it is supposed to change the names of things. If this is a correlation, I'm guessing that the Gruntz .dll filez also change the names of things.
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BattlezM
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Post by BattlezM on May 5, 2011 7:02:55 GMT -8
Keep in mind that if a switch is turned into the ground tile while grunt is standing on it, it will NOT un-press the switch; also, if in such situation grunt wanders away and the switch is turned back from the ground tile into switch tile, it will stay pressed until the grunt steps on it and then steps away. Thus, it can be quite tricky to use in a controlled way. This is the issue I think I ran into trying to use RRz to control disappearing switchez.
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BattlezM
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Post by BattlezM on May 4, 2011 7:49:07 GMT -8
Interesting find for sure. I think I've done some manipulation with this before, but it was mostly for trying to get some fancy pathz out of rolling ballz. It ended up with strange resultz though. As far as these switchez go, I'm wondering exactly how to put them to use. (as really just hiding switchez until the solver happens upon the area is just bad level design) I can see them being used more for making playerz backtrack or create yet another type of maze. Possibly a few other variant ideaz on switch sequencing.
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BattlezM
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Post by BattlezM on Apr 11, 2011 14:22:11 GMT -8
I have some ambition to try working on a sequel to Gruntz as well. But I'm planning on finishing up college first and stabilize after that. Perhapz I can contribute something here and there for this project as I do have some experience in Java, but time is iffy. I also prefer to keep Gruntz on a 2D plane, as it just makes more sense of a top down boundz/puzzle game. And even after that I probably won't announce my work until I make a significant amount of progress or figure out the ground plan.
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BattlezM
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Post by BattlezM on Mar 26, 2011 16:06:16 GMT -8
I'm not actually sure how you're stuck. If you get the RP down, you only have to wait a bit before being able to get the warpstone to avoid the spotlight.
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BattlezM
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Post by BattlezM on Mar 25, 2011 10:31:39 GMT -8
They are hidden, but not under the eggs. And it takes a little more effort to get them.
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BattlezM
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Post by BattlezM on Mar 19, 2011 9:49:57 GMT -8
Fun For Your Feet seems to be impossible to complete without spawning necessary toolz through cheatz... I found this one required some unusual positioning. Once you find which rockz actually have thingz under them, it becomez more evident. Back to AnIceBreaker, I was going onto the YTS well ahead of the RB, when it was around 2 or so tilez before it. This lets the grunt hit the switch just barely after the RB passez it. So in theory the grunt travels only about 1/3rd of a tile after the RB passez by. So the timing isn't actually even that tight, more of a 'when to go' moment.
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BattlezM
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Post by BattlezM on Mar 18, 2011 21:44:16 GMT -8
I actually managed to complete all of the secret levelz without cheatz, except for Bridge Over Troubled Waterz, can't reach the gunhat island because he refusez to trip the switch. So it is possible, just tightly timed. Approach and retreat on diagonal, of course.
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BattlezM
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Post by BattlezM on Mar 5, 2011 12:20:09 GMT -8
Happy Birthday!!
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BattlezM
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Post by BattlezM on Feb 1, 2011 17:18:19 GMT -8
If Gruntz is declared abandonware, is there any chance to be able to get the source code?
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BattlezM
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Post by BattlezM on Jan 13, 2011 23:02:37 GMT -8
I recall a CL that used barehandz like this. Similarly, I inadvertently created gruntz like these in my earliest levelz where I was still learning thingz.
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BattlezM
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Post by BattlezM on Jan 8, 2011 16:04:30 GMT -8
Additional idea: have a warpstone grunt following you around until the end of a level, at which point you convert him.
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BattlezM
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Post by BattlezM on Jan 6, 2011 15:19:37 GMT -8
I could see it being story related. Having a stubborn suddenly rebellious grunt merely standing within the fort holding the warpstone. You'd need to knock him around with a spongegun and eventually take the warpstone back. (knocking around to reach switchez around fort otherwise inaccessible) I feel inspired and may make a mini level on this.
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BattlezM
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Post by BattlezM on Jan 6, 2011 12:05:10 GMT -8
Make sure you break as many rockz as possible before hitting BOTSz.
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BattlezM
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Post by BattlezM on Jan 2, 2011 9:50:09 GMT -8
For me the second bomber had the longest path. The first one took about 3 stopz, the third also took 3 stopz. The 4th took none. That leavez the second bomber with...11 stopz!
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BattlezM
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Post by BattlezM on Jan 1, 2011 15:53:18 GMT -8
So you've managed to get the first area and the area with enemy Shovel Grunt done, with all the moundz turned into holez and all pyramidz raised? Well done! Just a question, how long it took to you? The Shovel Grunt's area especially seems to be very complex in what needs to be done there (Bomberz' area, though difficult, requires only a set of actionz repeated multiple timez). I can't remember but it took longer than figuring out anything else so far. I was particularly unsure what exactly to use the freeze for, and how to use the yo-yos. But I managed to pull through it. Great thankz! And it certainly wouldn't be so great without your sub-puzzlez. Glad to be of use! Though my personal favorite is the bomber puzzle. I also think it allowz for tonz of variation, as 2 of my pathz where very short, 1 was middle length, and the last was absurdly long.
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BattlezM
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Post by BattlezM on Jan 1, 2011 12:08:22 GMT -8
I've been working my through it, currently at the thief area. It's turned out to be a great level! Definitely a set of puzzlerz, I had to resort to pencil and paper to solve the bomber and the BOTS puzzlez. Taking a blind approach to them just didn't seem like a good idea (as I proved to myself trying to do the BOTSz maze via some clever save slot guess and check )
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