Zu
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Post by Zu on Aug 5, 2018 17:23:07 GMT -8
Also, something I just noticed is that my index points to the wrong thread with the Cramped Kitchen Table link.
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Zu
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Post by Zu on Aug 5, 2018 7:22:53 GMT -8
There's a hidden path you can walk onto when you're next to the warpstone.
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Zu
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Post by Zu on Aug 3, 2018 8:50:33 GMT -8
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Zu
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Posts: 752
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Post by Zu on Aug 3, 2018 4:16:19 GMT -8
I've beaten the level, but I have no clue where the red warp can possibly be. I checked all dead ends in the labyrinth and nothing was triggered.
Other than that, it's a nice level with minimal thinking required.
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Zu
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Post by Zu on Jul 30, 2018 3:06:19 GMT -8
My alternate link still has them (it's listed in the Utilities thread), but I added it to this thread's first post as well.
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Zu
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Post by Zu on Jul 29, 2018 11:16:55 GMT -8
I do know that if you have a Toob Grunt swim continuously for long enough, he'll say:
"Hey... the water's warm over here... and kinda yellow too, HEY, WAIT A MINUTE!"
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Zu
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Post by Zu on Jul 24, 2018 0:15:43 GMT -8
We already have Tomalla's Gruntz REZ Patcher as the tool for editing REZ files... and we did for several years now. It's linked in the Utilities sticky thread in the Olio subforum.
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Zu
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Post by Zu on Jul 23, 2018 15:12:40 GMT -8
Cursez are meant to be temporary little annoyances that the players can throw upon other players, such as turning the environment black, randomly switching colors of the gruntz, having the screen shake or decreasing the size of the screen. Each effect only lasts about 30 seconds. Computer-controlled gruntz are unaffected by them, but they can prove quite an issue for human players.
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Zu
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Post by Zu on Jul 3, 2018 11:30:37 GMT -8
I fixed it.
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Zu
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Post by Zu on Jul 1, 2018 13:29:44 GMT -8
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Zu
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Posts: 752
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Post by Zu on Jul 1, 2018 4:48:01 GMT -8
Thank you very much for feedback! Okay, so I slowed down the spotlights and added the guard points next to the first line of brickz: www.dropbox.com/s/rd8tkuup7blup8q/QuickCasinoRoundV4.WWD?dl=0I think that as it is right now, there isn't much room left for improvement. I tested the game where the highest difficulty AIs are free to roam the level as they please (I wasn't fighting back) and from what I could tell, the biggest problem AIs had was being distracted by each other, as they tend to prioritize fighting enemies in the vicinity over trying to conquer forts. Also, a nigh-unavoidable obstacle occurs for them if two golden brickz appear right next to each other; they can literally be stuck there for tens of minutes with no progress being made (I used an external program to speed up the game to see this). The fun part is that I tried to add openings into the pools, so that gruntz with wingz, toobz and springz could potentially bypass most of the brickz and holes, and found out that the AIs completely ignored their existence and continued trying to break their way through brickz instead. Also, there was one moment where two gruntz with shovels tried to dig in the same hole simultaneously, and kept repeatedly undoing each other's work. Eventually, one of them ended up stepping into the hole just as the other dug it back out. I had a hearty laugh out of that.
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Zu
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Post by Zu on Jun 30, 2018 8:13:27 GMT -8
Well, I got the PERFECT: Broken link to puu.shBesides the size issue, it is a nice puzzle.
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Zu
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Post by Zu on Jun 28, 2018 3:08:49 GMT -8
I'm not sure if making a level this small is a good idea, as attempting to use the button that hides the interface WILL crash the game. 20x15 should be the bare minimum.
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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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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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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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Zu
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Post by Zu on Jun 13, 2018 4:44:56 GMT -8
Any news on the project?
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Zu
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Post by Zu on Jun 8, 2018 9:26:59 GMT -8
Good to see you again. If you'll ever decide to pick the Zone4 project back up, I can always bring that old thread back if necessary.
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Zu
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Zipper
May 26, 2018 1:51:17 GMT -8
Post by Zu on May 26, 2018 1:51:17 GMT -8
Got the PERFECT: I wish the tiles could be matched better, but other than that, it's a decent level.
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Zu
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Post by Zu on May 23, 2018 19:10:47 GMT -8
I did get the PERFECT eventually: The part with the boomerang gruntz is easily the hardest, or at least the most unclear. I think the part that threw me off is the fact that the topmost bridge tile is operated not by the boomerang gruntz, but by a hidden blue switch; since I didn't know that until much later, I assumed that this bridge tile is operated by them too. Had this tile started the level being raised to begin with, and the springz weren't hidden, the intention would be much clearer. Once this problem is taken care of, the rest of the level is relatively easy.
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