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Post by SwordGrunt on Apr 27, 2007 17:37:02 GMT -8
If he meant it, then he's correct. Pressing CalcCowID for a Switch at Y=0 and X=0 will generate the ID 0. And a 0 value on Rectz: of a Pyramid meanz NO SWITCH, so it won't be recognized. Well I seemz to have mistooked the wordz
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Post by SwordGrunt on Apr 28, 2007 16:51:21 GMT -8
Somtimez, when you have two gruntz at 0 range from a Post Guard and let one of them attack the PG, the PG may attack the other....even if the 'other' had not attacked him! I had not seen this posted anywhere.
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GooRoo
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Post by GooRoo on Apr 28, 2007 17:29:45 GMT -8
Somtimez, when you have two gruntz at 0 range from a Post Guard and let one of them attack the PG, the PG may attack the other....even if the 'other' had not attacked him! I had not seen this posted anywhere. The Post Guard Grunt will attack the enemy Grunt carrying the weaker (est) Tool standing next to him. Actually, that is true for every enemy Grunt ... given a choice between two or more enemy Gruntz to attack, they will alwayz attack the one with the weakest Tool. After that, they seem to retaliate against the Grunt who struck him most recently.
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Post by SwordGrunt on Apr 28, 2007 17:43:43 GMT -8
Maybe that's true....maybe not! I had a Sword and a Club at 0 range of a Club Post Guard... attacked him with the Club Grunt, and he attacked the Sword Grunt! (after all he's really idiot!)
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BattlezM
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Post by BattlezM on Apr 28, 2007 20:32:45 GMT -8
Enemiez have a random hit generator. Both gruntz have the same range from the post guard, thus he will hit either one, strong tool or not. Note that some enemiez will ignore your grunt if there is a enemy grunt closer to him than your gruntz. This is why in Bombz Away! the player must stay away form the two trapped barehandz to start their fighting.
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Post by SwordGrunt on May 9, 2007 9:41:54 GMT -8
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Post by SwordGrunt on May 12, 2007 11:41:41 GMT -8
It's possible to insert, for example, a UFO in the "Miniature Masterz" graphicz set, or a frying Egg at "Rocky Roadz". How?At the World menu, click "Insert Image Set" and click the area that has the image you want. Click the image and on the Prefix box, write LEVEL_EGG where EGG is the name of the image you want to insert and may be replaced with that name. Edit: Erm, sorry.... it's possible, however the game doesn't load the level.
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BattlezM
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Post by BattlezM on May 12, 2007 12:01:03 GMT -8
I actually managed to pull off some of those eyecandy mixez through the world propertiez menu (adding image setz). However the image would only appear in the GLE, when I loaded the level, the eyecandy was not there.
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Post by SwordGrunt on May 13, 2007 13:22:08 GMT -8
I experimented it with UFOz, SpotLightz and EyeCandy Tobascoz. However, you know, UFO, SpotLightz and other 'moving hazardz' requirez the correct logic. It would be fun if that would work!
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BattlezM
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Post by BattlezM on May 13, 2007 18:12:46 GMT -8
It would get a bit weird though, a giant spice bottle in the middle of a forest? Perhapz a UFO in a forest for a fantasy theme...
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Post by SwordGrunt on May 18, 2007 19:09:56 GMT -8
An ObjectDropper will not drop it's object on a Grunt if the Tile the Grunt is standing on is X=0 or Y=0. The object 'explodez' with a radius of 1 tile, and it ocuppiez all them. So, if the Object would fall at the borderz, it would not appear completely!
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Post by GooRoo on Aug 16, 2007 21:09:58 GMT -8
I am (slowly) copying the Gruntz Level Editor manual from this Forum onto my hard drive, converting the UBBC to HTML for future storage on a reliable(!) web host. With HTML, I am able to use "relative addressing", so that what workz on my hard drive will also work on a 24/7 web host ... no more 'hard-coded' referencez to "Neron Hosting" (or any other host!). "../" meanz go up one level, to a parent folder; accessing "Stairwayz" in the manual index will have a link to "Tilez270-281.html" which containz image linkz of "Tilez/1RR/RR270.jpg", for example. To display the emoticon (animated wink), the reference in "Tilez270-281.html" would be coded as <img src="../emoticons/BigWink.gif"> (out of the 'editor' folder, to the 'emoticons' folder), and specifying "BigWink.gif" as the image to be displayed in place. When (if?) this project is successfully completed, only the Gruntz Level Editor Index will remain on this Forum ... linking to the 24/7 web host for everything the Designer wantz to read about. Clicking on a link will open a new window, so starting out with "CoveredPowerup" would open a new window, if you wanted to know how to specify a Tool/Toy/Powerup/Curse/Spell/Miscellaneous 'prize' within the Rock/Hole/Mound. And, yes, you could open up yet another window to display the Tilez you may associate with a "CoveredPowerup"!
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Post by GooRoo on Aug 17, 2007 17:56:37 GMT -8
I have almost completed the "Tilez" section, defining them from Tile #1 to Tile #329. I decided I had to complete that section first, after spinning my wheelz in the AppendixB/Toolz section, trying to refer to thingz in Tilez that I had not defined ... yet. Now I can check (almost) all of the linkz, so it is back to AppendizB.
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Post by GooRoo on Aug 23, 2007 20:03:51 GMT -8
I am updating the 'Description' of each Gruntz Level Editor Manual Board (or thread) to indicate the state of its conversion. When all of them are 'complete', it is time to start BETA testing. I will send out refreshed Gruntz Extraz CD-ROMz to the people who have purchased them, and to those that have been helping in the conversion project, when I feel everything has been converted properly, and have tested the linkz myself. All I ask is that the location of a thread with change(z) required and what needz to be changed be sent to me via either PM (I get an e-mail notification) or e-mail. Everyone who providez updating information from among that group will receive another (corrected) CD-ROM when I have made all of the changez.
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Post by GooRoo on Oct 6, 2007 17:25:32 GMT -8
Does anyone have the 'range' in Tilez for the SpongeGun, Rockz, Welder's Kit and Wingz Toolz? I have added the onez I know to the Toolz thread in the GLEM HTML version, and would like to finish that component by having ALL of the ranged Tool rangez listed properly.
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Post by SwordGrunt on Oct 6, 2007 19:38:14 GMT -8
The range their projectile can reach? - SpongeGun: 5 tilez;
- All other three: 4 tilez.
Edit: Wait, I counted in a different way. The valuez now are correct.
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Post by GooRoo on Oct 6, 2007 19:49:07 GMT -8
The range their projectile can reach? - SpongeGun: 5 tilez;
- All other three: 4 tilez.
Edit: Wait, I counted in a different way. The valuez now are correct. I have been busy testing a new Custom Level that is still in the design stage, so never saw your original post (which you say was in error) ... so I will just add what you posted to the HTML document, and upload the result along with the other filez to be updated on the web host. Thank you!
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Post by SwordGrunt on Oct 6, 2007 19:56:09 GMT -8
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Post by SwordGrunt on Oct 20, 2007 17:40:27 GMT -8
This is something I think could be added in the Tilez section of the GLE, both HTML and UBBC (in the Forum): the tilez available and unavailable in each graphicz set. There are 330 tile numberz (0-329), so available + unavailable = 330. Graphicz Set / Statistics | Available for use | Unavailable | Rocky Roadz | 240 | 90 | Gruntziclez | 240 | 90 | Trouble in the Tropicz | 243 | 87 | High on Sweetz | 246 | 84 | High Rollerz | 294 | 36 | Honey, I shrunk the Gruntz! | 295 | 35 | The Miniature Masterz | 295 | 35 | Gruntz in Space | 299 | 31 |
GooRoo, if you're interested in it, I can PM you the HTML/UBBC code for this table, as I first made it in HTML. In HTML, Green is darker ( Green, which is nearly invisible here ) .
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Post by GooRoo on Oct 20, 2007 19:53:32 GMT -8
I will have to do some thinking as to where to add this information. In the Tilez section, all of the Tilez available in each graphicz area are displayed ... in several different threadz; Ground, Water, Level changez, "Bad" water (Quicksand, etc.) and miscellaneous. But nowhere do I have a count of the total number of Tilez (un)available in each graphicz area. And I do not believe that the number of Tilez 'available' in Rocky Roadz (for example) indicatez a limit of the number of Tilez that could be used in the area ... only that that is the number of Tilez that were provided by the artistz involved in the design of the Gruntz game.
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