Zu
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Post by Zu on May 23, 2018 14:55:56 GMT -8
The issue with the area I circled is that there's a single tile that contains a cut off corner of an island. It's rather hard to see against all the dark lava, but it's much more noticeable when playing in lower resolutions.
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Zu
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Post by Zu on May 23, 2018 0:50:11 GMT -8
There are no mismatched tilez ... everything in the Lava flow is a toggled Bridge tile, with an associated Blue Toggle Switch. I'll see if the level is beatable with one of the boomerang gruntz left alive... though it didn't seem so at the time. I am okay with enemies and holes if I can see them ahead of time and plan around them. But my unit getting suddenly killed by something I couldn't see falls squarely into what game developers call fake difficulty.
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Zu
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Post by Zu on May 22, 2018 21:42:47 GMT -8
It's nice to see you getting back into making new levels. Unfortunately, I ran into issues with this one... First and foremost, I have no idea how the player is expected to kill all 6 boomerang gruntz. I assume that they are supposed to do so by harming each other, but getting them to perfectly distribute the damage so there isn't a single unkillable grunt left behind is borderline impossible. And the one time I managed to do this, my grunt fell into a hole I couldn't see, hidden behind a tree in a rather malicious manner. Some other things to note as of now is that the level doesn't start off showing the player's grunt (StartX and StartY in World Properties should be set to zero), and that there's a lonely mismatched lava tile next to the volcano.
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Zu
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Post by Zu on May 12, 2018 14:55:04 GMT -8
I think one problem with asking this question here is that this thread is locked, meaning that anyone without administrative privileges cannot respond to it. I wouldn't mind having such a list, assuming that it wouldn't be too much trouble to add.
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Zu
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Post by Zu on Apr 10, 2018 6:04:57 GMT -8
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Zu
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Post by Zu on Apr 8, 2018 9:41:33 GMT -8
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Zu
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Post by Zu on Apr 5, 2018 23:25:57 GMT -8
And (naturally!) Gruntz hung up during play, so my only recourse was full power down and re-boot. Have you tried what I suggested before? Opening the Task Manager with CTRL+ALT+Delete, using arrow keys to select the Gruntz process, and using the Delete key to stop it? That should prevent having to restart the whole computer.
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Zu
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Post by Zu on Apr 4, 2018 9:58:36 GMT -8
I am confused by this report, because on my side all of the forts have guard points placed in the exact same spots (aside from one golden tile that I missed). Also, I tested the level earlier today where I stood back and observed the behaviour of the AIs on their highest difficulty setting, and while it took them a while to eventually conquer the forts and finish the match (for reasons I described here), they definitely didn't have any problems with leaving their grunt creation pads. Have you set the AIs to some lower difficulty settings by any chance? As for the golden tile, that's actually intentional. The idea was that the likelihood of a grunt teleporting there is extremely tiny, meaning that if someone manages to get there by sheer dumb luck, then for them it would be akin to winning in a lottery - which is fitting, given the tileset's theme. As for the other things, I will definitely try to fix that when I'm done testing the AI's competence in the clouds level.
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Zu
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Post by Zu on Apr 4, 2018 9:33:28 GMT -8
For the purposes of the thread about Gruntz Universe project, a Gruntz chat has been made on a service called Discord. Discord is in many ways similar to Skype, allowing for conversations in real time with multiple people at once, but also allowing for private conversations with individual people. It can be accessed both through your browser, and also through a dedicated program that can be installed on your computer. Discord can be found here, both the downloadable program and also the browser version: discordapp.com/To join the Gruntz chat, click this link here (provided that you made yourself an account): discordapp.com/invite/TUpMYb9
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Zu
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Post by Zu on Apr 4, 2018 8:22:24 GMT -8
Very promising news! I added everything I could think of that I haven't mentioned previously. Should I include also the suggestions from my first post? Also, when it comes to browser-accessible chats, I think it would be a good idea to use Discord instead. It's what I use on a daily basis and it seems to be one of the most popular chat services right now.
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Zu
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Post by Zu on Apr 4, 2018 5:21:54 GMT -8
Great to hear that everything is in order now. Thanks for testing and for the feedback.
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Zu
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Post by Zu on Apr 3, 2018 19:27:26 GMT -8
Had to update the links...
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Zu
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Post by Zu on Apr 3, 2018 18:59:56 GMT -8
Okay, so I prepared an updated version: www.dropbox.com/s/n9ouhvqss10mfmv/QuickCasinoRoundV2.WWD?dl=0The changes: - Removed the spotlights and the red pyramidz from the fortress areas. - Made the southern forts match the northern ones. - Changed the tools to respawn every 2 minutes, as opposed to every 10 seconds. - Changed the powerups to respawn every minute (since I still want them to make for some chaotic gameplay). - Replaced the red switch with a timebomb that respawns every 5 minutes (which I think should be fair). - Removed the grunt creation pads that are right next to the fortresses, because AIs, big dummies that they are, would have the first grunt that spawns there try to break their way out of the fort, leaving the way wide open, and then would never use the pad again, even if there were attackers right next to the fort.
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Zu
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Post by Zu on Apr 3, 2018 18:31:39 GMT -8
Great to hear that this one was already good on arrival! Thanks for playing it, MMM and swietymiki.
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Zu
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Post by Zu on Apr 3, 2018 17:44:08 GMT -8
DropBox has at some point changed the way the free accounts are handled, which of course meant that the old links were no longer working, despite the files still being present on my account.
I just updated the links.
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Zu
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Cloud Fun
Apr 3, 2018 17:23:44 GMT -8
via mobile
Post by Zu on Apr 3, 2018 17:23:44 GMT -8
Actually, GooRoo, the most recent version is V5... MMM, glad to hear that everything is good now! If you and swietymiki end up having another match on the newest version, then please let me know about the results!
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Zu
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Post by Zu on Apr 2, 2018 12:35:10 GMT -8
Alright, one last try: www.dropbox.com/s/51gz2elijhuc9wj/ZusCloudFunV5.WWD?dl=0- Upped the respawn time of the zap-cola kegs to 1 minute. - The powerups that can be dug up only last 1 minute now. I think it's fair, considering that those particular ones are one-time only. - Added more fortress flags all over the place, which should hopefully be enough for knowing where to go.
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Zu
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Post by Zu on Apr 2, 2018 10:34:14 GMT -8
Just updated the link, thanks for pointing this out. I could have sworn that I got them all...
I also replaced the spygear received at the start with another shovel. There's a respawning copy of spygear at the edges of the map, so I suppose there's no harm in removing the starting ones.
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Zu
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Post by Zu on Apr 2, 2018 9:54:08 GMT -8
Alright, let's try this one more time: www.dropbox.com/s/ws9i7n8f1uysvbx/ZusCloudFunV4.WWD?dl=0The changes: - Replaced the BHS with BTS. - Set all the toys, wings, toobs, bricklaying tools, and also the tools in the center of the map to respawn every 10 minutes. I think that's the closest to one-time use as I'm willing to go, since I would prefer not to have them non-respawnable, if possible. - Slowed down the rolling balls that control the pyramids. - Moved the BTS-es that control the bridges in the center to the middle, while also speeding up their rolling balls. I believe that the high number of toobs might be a quirk of the AI, since I've seen them just spawn them out of nowhere.
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Zu
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Post by Zu on Apr 1, 2018 11:08:51 GMT -8
Okay, so I have an alternate version ready: www.dropbox.com/s/hjfvk7u6dueywos/ZusCloudFunV3.WWD?dl=0Here's an outline of what I did, based on your suggestions: - Replaced the abyss with water, so that the danger of walking into an abyss by accident becomes non-existent. - Changed up the area in the middle of the forts the way MMM explained it. - Changed the pickups to respawn every 2 minutes instead of every 10 seconds. - Slowed down the rolling balls that control the bridges leading to the section in the center of the map. Hopefully this will work out better in the long run.
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