Gamer
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Post by Gamer on Jul 6, 2004 17:24:19 GMT -8
I would name it "Gruntz, The Search for the Beach", with "The Beach" being the last level set.
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Gamer
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Post by Gamer on Apr 24, 2004 13:10:07 GMT -8
You should be creating levels instead of exploiting battles cheats. Anyway, just consider that part a "feature" and break through to the HQ quicker.
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Gamer
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Post by Gamer on Feb 18, 2004 12:00:07 GMT -8
Put the "referal to RealArcade" in the FAQ; that should be the headquarters for all frequently asked questions. I think the proposal sounds good. As for the movies, you could send them if people really wanted to see them. Personally, I wouldn't requesti them if I hadn't seen them, but I can't be sure. There really isn't much of a story line to the game; there is only a begin and exit movie giving a reason for the gruntz' existence there. I personally think this was a great decision to spend the graphics resources on the great level sets and eye candies instead of there. I know in claw, the cutscene movies (between level sets and levels) the movies are pretty important to the plot, and since claw is an action game, it makes sense to have a plot in there that is heavier.
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Gamer
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Post by Gamer on Feb 16, 2004 18:52:49 GMT -8
There actually aren't 40 levels of puzzles, even with the training levels (no real puzzles here) and the secret level (again, if you use cheat codes it's not an actual puzzle) added, unless you count custo
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Gamer
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Post by Gamer on Feb 16, 2004 18:49:26 GMT -8
There actually aren't 40 levels of puzzles, even with the training levels (no real puzzles here) and the secret level (again, if you use cheat codes it's not an actual puzzle) added, unless you count custo
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Gamer
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Post by Gamer on Feb 16, 2004 18:42:46 GMT -8
By the way, I think any of the passwords are available to admins who have the admin button on their top-bar if you really feel you need to see what's happening. Usually this isn't necessary, and usually password protected forums are that way for a reason. It's nice to know that there are options in case you need to know what is going on.
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Gamer
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Post by Gamer on Jul 16, 2006 20:49:53 GMT -8
I would like to play it whenever (I don't mind waiting) but don't want to spoil the levels for myself by sneaking into that board So I will probably just wait for it to be cleared.
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Gamer
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Post by Gamer on Feb 13, 2004 17:01:35 GMT -8
I am pretty bad at designing tiles like this; for some reason I just can't see how it should look. However, I can work on learning many things, so I am learning how to do this. I have a building blocks set partially finished (I have the easy ones done! )
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Gamer
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Post by Gamer on Feb 3, 2004 17:51:49 GMT -8
How would you view such a REZ file? I don't really understand how you would do that. What does the REZ file look like anyway?
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Gamer
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Post by Gamer on Dec 30, 2003 19:40:37 GMT -8
If you need to name them, just say where there's water/ death tile.
Top half water, top-right part (diagonal) water, Top left part (right-angle) water.
You could even leave out the water if that was just assumed.
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Gamer
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Post by Gamer on Dec 11, 2003 14:17:07 GMT -8
Anyway, I have been on the forum for 3 1/2 years since my "return", so if it goes I will be sad Who was "first" on the forum out of the people that still visit anyway? I don't know that I can see it in the archives; I don't know that they kept everything correct and proper there.
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Gamer
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Post by Gamer on Dec 11, 2003 14:10:08 GMT -8
I think we need to do more than just protect the forum if the actual gruntz site is going away. There are plenty of things there that are of importance other than the forumz.
Personally, I would be like "Thanks lots! But no thanks!" if asked if we wanted to continue with that forum. I would also like to thank the Monolith people for being so nice to us and not all icky like some corporate providers I know.
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Gamer
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Post by Gamer on Aug 24, 2004 10:15:41 GMT -8
Many times people have been asked not to have large empty spaces in their level. The reason for this is it can be annoying to just move gruntz around and waste time. Empty spaces to hold things together as in parts of Waterworld are fine. Jam packing things together isn't always the answer, empty spaces from one part of a level are fine as long as you don't waste much time moving gruntz from one part of the map to the other.
To tell how much empty space there is in a level, look at the ")ensity" assessment of the level. Loose levels have lots of empty space, usually too much.
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Gamer
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Post by Gamer on Jul 19, 2004 18:36:16 GMT -8
The most common way (and the way I use) of creating a linear type level is to just pick a spot to start to put your first GruntStartingPoint and go from there. If you have a theme to your level, it is good to start with that early on. For example, using the Rock type levels, you would have the rock in the starting screen.
If you have mini-puzzle ideas about what to put in, try to use whichever ones fit. Keeping the same tool is usually preferable to always switching. Also, try to make whatever you are doing seem like it fits in rather than just a collection of mini-puzzles.
Remember that planning ahead is a good idea and will help create a good environment. For example, if you want a puzzle later on to have two solutions, one that requires a hard hat and gives a warp letter, and an easier one that doesn't do either, make provisions for that earlier, possibly by making a puzzle that looks like it needs a hard hat at first but doesn't. Also, having a "This can be done when the grunt returns with a springz" or similar statements facilitate the flow of the level.
If you are reaching a block and have run out of things to do (which happens enough times) just put some tiles down with a purpose later in the level and work around that. It may work out that you get ideas about what to put based on what to accomplish.
Also realize that filling space with spring mazes, spike mazes, killing enemies... is fine if it is needed, and this can help give form to the next segment.
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Gamer
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Post by Gamer on Mar 30, 2005 17:03:47 GMT -8
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Gamer
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Post by Gamer on Sept 6, 2004 5:19:54 GMT -8
One thing I would say is if you absolutely can't get something to work, replace it with something else so it doesn't take all of your time. See about putting it in a later level!
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Gamer
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Post by Gamer on Sept 3, 2006 19:25:26 GMT -8
I got a PERFECT! again. The only thing I would add to the notes page was what the first few posts discussed... if you did that don't feel bad... I did the same thing! Apparently when I designed it I thought it was close enough, but evidently it wasn't.
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Gamer
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Post by Gamer on Sept 3, 2006 18:12:11 GMT -8
Yep, I am mid play through, but I will tell you that you pick up that coin as you go along. I will wait to elaborate because before I was confused and thought you picked it up later, but instead, it's that secret that you do later.
Also note that the yellow hold switch (by the green hold switch) controls a two-way arrow in the section after it. Some gruntzers may not have noticed it when playing through.
(In reply to your other comment, there was no springz in this version -- I said I was talking about an earlier version)
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Gamer
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Post by Gamer on Sept 3, 2006 14:28:31 GMT -8
That's where you need them then. Can you get them after you complete the secret, or not enough health?
I will replay the level to figure out if there is another way to get it. In an earlier version of the level, I had another springz to pick up after you did the secret swtich.
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Gamer
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Post by Gamer on Mar 8, 2005 15:15:08 GMT -8
It is not so hard as you make it sound! 1: Put the toy down on the stairs 2: Have the grunt run to the left by attracting his attention, then moving away 3: He will run into the toy and play with it. 4: When he is done, attract his attention again, this time having him go diagonally up-right 5: He will blow up the giant dice. 6: Take the springz and go back to the top-left part of the level 7: Use the gauntletz to do the secrets 8: The left bomber will warp out of the way, not to be messed with again 9: Use the gauntletz to complete the level
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