Zu
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Post by Zu on Oct 3, 2010 8:59:17 GMT -8
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Zu
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Post by Zu on Oct 2, 2010 3:13:32 GMT -8
Here's my first PERFECT run: i340.photobucket.com/albums/o324/tomalla5120x/runcloudyrun.jpg13 seconds better xD Status: challenge completed. The timer itself isn't that annoying, as the secrets are. It was darn hard to find all of the secrets. I'll see whether I can beat my own time ... since there was quite a few seconds that could be spared ... Cheers Whoa! You're a really serious speedrunner! Personally, I've never been able to get into less than 10:23... Well then, I'm glad that you* like my CL. Just a question, what do you think about the difficulty, i.e. in which category you could place this CL? * "You" in plural
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Zu
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Post by Zu on Oct 1, 2010 14:57:47 GMT -8
Hmm... shouldn't it be in section for Frustrating levelz?
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Zu
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Legend
Sept 30, 2010 21:56:18 GMT -8
Post by Zu on Sept 30, 2010 21:56:18 GMT -8
Under the GR, just above the part with "magically appearing" yellow switchez from the holez.
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Zu
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Legend
Sept 30, 2010 21:06:22 GMT -8
Post by Zu on Sept 30, 2010 21:06:22 GMT -8
Okay, yes, I know... so can I kindly ask for answering the question below, please?
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Zu
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Post by Zu on Sept 30, 2010 16:19:42 GMT -8
You mean the area with moving spikez? That's rather simple, but needs a good timing - the spikez are moving in delayz allowing you to perform one long jump (over the spikez) and one simple jump (just to the next tile). When your grunt has performed the long jump, then started moving to the next tile and is already in mid air to step on the spikez, they will change themselves just in this moment, leaving the springz unharmed. If it happens that you cannot perform long jump at the moment or simply don't want to risk, then you can just keep moving one tile per spikez' change. You can learn their delayz by watching the animation of your grunt. Once he steps on the clear tile and waits for spikez to change, watch his movement as he's moving up and down on the spring - when he reaches the top and returns to the default height, call him to move to the next tile. It might be a bit problematic at first, but you should finally get how to do it. And thank you for releasing my CL, of course. PS: I hope you haven't forgot about this topic?
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Zu
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Legend
Sept 30, 2010 15:01:56 GMT -8
Post by Zu on Sept 30, 2010 15:01:56 GMT -8
... It IS possible?! How great! With some graphical artistz knowledgeable in creating objectz as a bunch of framez, we can practically create Gruntz 2 on our own! With some limitationz of course, but possibilities are still huge! (Ah, if we only could receive the game code...). I could suggest even some worldz for this purpose... and even work on it a bit, as long as it doesn't require creating any framed thingz. But I think that it's a discussion for another topic, let's keep talking about Legend CL in this one.
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Zu
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Legend
Sept 30, 2010 13:45:32 GMT -8
Post by Zu on Sept 30, 2010 13:45:32 GMT -8
I tried, but most of those that I've tested are designed in a way that forced me to abandon them soon after start. The reason was usually the same: being lost and without the idea about where I should go (I prefer having one clearly visible, linear way of processing through the level) or encountering some problem that I didn't knew how to solve (the Legend is so far the only one that I've decided to not abandon, but instead, ask here how to solve the problem). So yes - I haven't played many CLz so far. I'm too much used to standard onez...
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Zu
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Legend
Sept 30, 2010 11:02:21 GMT -8
Post by Zu on Sept 30, 2010 11:02:21 GMT -8
Can someone tell me, please, what happens when I press the second "?" switch? I can't find it. Plus, I have some remarks about the gameplay: - I would understand and accept the part with green pyramidz (the "bush") if I would need to pass it only once. But being forced to pass it 6 or 7 timez is... annoying, to say the least. I would suggest to add some green teleporterz that are unlocked after passing it with springz grunt, allowing to move in both directionz and completely skip the green pyramidz. I understand the idea of secret entrance, but shouldn't the game be enjoyable rather than annoying? Also, I suggest to replace the "safe" green pyramidz with some different colour, so the solver will not die just because he forgot which pyramid was safe. I would also suggest to add some impassable tilez around the pyramidz to avoid situation of grunt walking into space just because of a miss-click (and believe me, it happens too often). - Maybe it's just me and the fact that I've got used to the level design provided by the game developerz, but I alwayz had an association that "?" switch is just a secret and is not required to pass the level. And I was rather surprised when I've realised that this first one is required. As well as second and, probably, otherz. - In my personal opinion, CLz shouldn't have any illogical thingz required for further progress in the level. And yellow switchez magically appearing after filling and digging up a hole certainly weren't logical. The idea of a plot and especially turning the CL into one big artwork are obviously great ( ), but flawz listed above (hopefully, there will be no more of them) makes the CL less enjoyable than it could be.
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Zu
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Post by Zu on Sept 29, 2010 6:17:08 GMT -8
The hardest part (IMNSHO) was with the initial Grunt clearing the path for the Rolling Malted Milk Ball ... my Grunt kept stopping at the Yellow Toggle Switch ... and kept firing at the first enemy Grunt (when just one shot does the trick) The best way to avoid this problem is to: 1. Call the Welder Grunt to move to the tile that's close enough to the enemy grunt; 2. Call Welder Grunt to attack enemy grunt; 3. When Welder Grunt actually shootz the first fireball (i.e. image of the ball turns visible), immediately call him to move somewhere else, possibly by clicking the tile multiple timez in a row; 4. Proceed in the same way with other enemy gruntz. At the end of the road, I suggest to just call Welder Grunt to move to the tile right above/below him, so he can stop his attack and remain in the range of next enemy grunt. Also, I suggest to attack enemy gruntz in the same sequence as the rolling ball goes through the pyramidz. Well, the timer indeed requirez you to save, examine the problem ahead, and then load and try to solve it. After all, this CL is intended to be hard... even frustrating at timez, although it's not THAT hard as KaraokeBar, as I guess. Ah! Well, good to know. In this case, Gruntzerz will have a hard time to beat my time, as it requirez to be as fast as possible and know perfectly where thingz are and what is the quickest way to solve the puzzlez.
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Zu
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Post by Zu on Sept 29, 2010 4:58:53 GMT -8
Great! Sometimez it makes real mess with many logicz in one place, and complicated Silver Pyramid Mazes are a perfect example. One more idea that came to my mind: possibility of making the copiez of desired partz of the CL and keeping them saved in the clipboard (kopiowanie do schowka), so they can be used on another level, for example. Such partz could be stored in additional folder. And about the idea of automatic adding proper logicz for specific objectz, it also meanz removing them if the object (i.e. related tile) is removed or changed. For situationz when designer removes or adds such tilez only temporarily, it could be enabled/disabled by proper option. EDIT: Actually, we've met one of the game creatorz not long ago on this forum, so the chancez are not so small. Although GooRoo would need to talk with him, I think.
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Zu
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Post by Zu on Sept 29, 2010 2:41:43 GMT -8
I'm happy to know that most of the listed thingz are more or less doable. It's not a problem to wait for editor's release - as long as we not have to wait yearz, of course. About CalcCowID, I can't tell you what exactly it does as I simply don't know, but from what I've learned, it seems to generate unique ID for each object, as well as his coordinatez on the map - it's done by just clicking one button in each object (the coordinatez are placed in Speed X and Speed Y fieldz in each object, what makes little problem with wormholez, as we need to type in these fieldz a coordinatez of where Grunt is supposed to be teleported - it may require some specific fix, if you're going to add mentioned feature for wormholez as well). GooRoo can explain it better, I think. There's one thing from my list that you haven't commented:
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Zu
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Post by Zu on Sept 29, 2010 2:15:33 GMT -8
Well, most of the hidden secretz are waiting for you behind EyeCandy, hidden so well that unless you'll search for them, you may never notice their presence. The Red Warp is another matter. His invisible button is hidden on a clearly visible tile, in a place that is not reachable until taking some action... you can find it if you'll check how thingz look before doing any action and after. About the progress in the level, were you able to pass two hardest parts without cheating, namely: toggling bridgez and bomber's path? If not, I can provide little help about how you can solve it. About the PERFECT, I was able to get him several timez. I can show the proof, but PERFECT statz image from CL's designer doesn't count, I guess. One little suggestion: I think that we can safely type in Est. Completion "Less than 12 minutez", as it's the maximum time that you can get from initial timer and from stopwatchez.
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Zu
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Post by Zu on Sept 28, 2010 14:41:56 GMT -8
If I can suggest some Gruntz-related ideaz for WapMap editor, then here they are: * Drag&Drop (przeciągnij i upuść) method of moving objectz and tilez, including the ability of selecting many objectz and/or tilez at once, allowing designerz to move entire puzzlez into different areaz, if necessary; * Automatic CalcCowID when creating objectz and moving them into different placez; * Possibility of pasting some object(z) multiple timez by just moving the cursor onto desired place and pressing CTRL+V; * Showing the range of view for enemy gruntz as coloured squarez around them, with possibility of disabling it or changing it to show only when desired grunt is selected; * Possibility of making simulationz of the effectz of silver switchez, toggling bridgez and otherz in editor, without launching the game; * Possibility of replacing regular logicz with one "big" logic for each tile, containing as many various logicz as designer wantz, without any messiness (the game would recognise it as just many logicz in one place); * Possibility of displaying the altered tilez by TileSecretTrigger, Rockz, Holez, Giant Rockz and otherz as partially transparent above normal tilez; * Possibility of placing objectz exactly on the tilez with pressed Shift (or whatever key); * Possibility of setting where wormholez are supposed to teleport by clicking proper button and then selecting the tile on the map (including SecretTeleporterTrigger logic); * Possibility of showing allowed valuez for e.g. Powerup entry for GruntStartingPoint as drop-down list (rozwijalna lista) of numberz with namez and iconz; * Possibility of displaying some of the logicz (like GruntStartingPoint) as graphicz; * Automatic adding proper logicz for certain objectz, like brickz or rockz; * Possibility of checking level's buggyness by pressing a button with searchez for errorz like missing or not working logicz. That's all that comez to my mind now. If at least some of them are possible, I'll be extremely happy.
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Zu
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Post by Zu on Sept 28, 2010 11:23:16 GMT -8
I'm afraid that you need to put them somewhere else, because this forum requirez registration to see anything. New map editor? More user-friendly and more intuitive one? If so, I totally agree! That would make CL-designing a lot easier for many people.
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Zu
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Post by Zu on Sept 26, 2010 3:59:22 GMT -8
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Zu
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Post by Zu on Sept 26, 2010 2:28:37 GMT -8
It happens for me too, and after some searching, I've discovered that it happens when you quickly move camera while seeing the upper-left corner of this big lake above "Ginden" letterz. Which meanz it's pretty easy to do this if you're currently at the moment when you need shield grunt and straw grunt standing on the purple switchez after going trough arrowz.
EDIT: Dang... not "Ginden", but "here".
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Zu
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Post by Zu on Sept 25, 2010 11:39:36 GMT -8
Yes, it's also the way - but I consider it more as a reference when I want to see how something was created. When I want to just take a look on level looking for inspiration, I prefer an image, because I don't need to open editor and all objectz are shown as graphicz, rather than squarez with letterz.
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Zu
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Post by Zu on Sept 25, 2010 11:27:19 GMT -8
Does it mean that you need to create complete imagez for those mapz? Anyway, great thankz for adding otherz! Those harder standard levelz are great reference when creating CLz.
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Zu
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Post by Zu on Sept 25, 2010 10:53:39 GMT -8
What? You mean, three tilez instead of one? How it's possible? It's not (hopefully) impossible, I just haven't searched for secretz. In one particular case, a red warp is even right on the way that grunt must pass in order to complete the level, impossible to avoid.
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