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Post by swietymiki on Jul 1, 2018 10:14:15 GMT -8
There's one interesting little interaction I noticed while we were playing Winter Platform (battle): when a Grunt riding a mobile toy drives into a toybox of a stationary toy, then he doesn't press the switch the toybox was laid on. He will not be able to press it unless he moves or does a certain action, like attacking an enemy.
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Post by Deleted on Jul 3, 2018 2:59:52 GMT -8
There's a bug with the forts on battlez. If the fortz are in the most-edge corners, gruntz cannot conquer the fortz and they only stand there.
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GooRoo
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Post by GooRoo on Jul 3, 2018 6:26:25 GMT -8
There's a bug with the forts on battlez. If the fortz are in the most-edge corners, gruntz cannot conquer the fortz and they only stand there. It is well known that an ExitTrigger placed so that one of its 9 squares is at X=0 or Y=0 cannot be entered. That would make the Fort in the lower right-hand corner the only one that may be conquered.
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MMM
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Post by MMM on Oct 29, 2018 9:41:30 GMT -8
In the page about UFOs, it is suggested that changing the direction to 1 might make it rotate clockwise instead of counter-clockwise. Out of curiosity, I tried it just now, but it was still rotating counter-clockwise.
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Post by GooRoo on Oct 29, 2018 11:17:45 GMT -8
In the page about UFOs, it is suggested that changing the direction to 1 might make it rotate clockwise instead of counter-clockwise. Out of curiosity, I tried it just now, but it was still rotating counter-clockwise. I have some Gruntz In Space CLz of my own, but cannot remember if I ever foisted UFOz on the solver. I will have to scare a small one up that I can update and test out this direction problem. The solution should be the same in High Rollerz (SpotLight), for example. If clockwise works in one graphicz area, the same modification should work in every one graphicz area.
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Post by swietymiki on Oct 29, 2018 11:58:55 GMT -8
I also made a test now and MMM is right - it only works for Spotlightz but doesn't work for UFOz. It's surprising that functionality was not coded in, despite the similarity of the two logicz.
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Post by swietymiki on Nov 4, 2018 5:42:32 GMT -8
Since a Grunt with Gravity Bootz doesn't leave a Goo Puddle behind, just like the Welder, method 6 in this page could be worded differently: gooroosgruntz.info/editor/AppendixB/Toolz/08-GravityBootz.htmlA bug we discovered while testing weird stuff in multiplayer is that birds and airplanes flying along western and northern level borders don't drop any objects, even if they are fully within the map plane (and their center is really on the X=1 or Y=1 axis).
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GooRoo
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Post by GooRoo on Nov 4, 2018 7:46:11 GMT -8
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Post by swietymiki on Dec 5, 2018 14:49:40 GMT -8
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Post by swietymiki on Dec 5, 2018 16:17:14 GMT -8
Apart from that, there are some errors on the main page - gooroosgruntz.info/editor/Index.htmlName of the logic "CoveredPowerup" is written as "CoveredPowerUp" (two times) and "CheckpointTrigger" is written as "CheckPointTrigger" (two times), which is an issue because Gruntz logics are case sensitive. Also is it just me or the shortcuts that were supposed to scroll your screen to a particular letter no longer work? I click on them and nothing happens.
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Post by GooRoo on Dec 5, 2018 18:38:58 GMT -8
Apart from that, there are some errors on the main page - gooroosgruntz.info/editor/Index.htmlName of the logic "CoveredPowerup" is written as "CoveredPowerUp" (two times) and "CheckpointTrigger" is written as "CheckPointTrigger" (two times), which is an issue because Gruntz logics are case sensitive. Also is it just me or the shortcuts that were supposed to scroll your screen to a particular letter no longer work? I click on them and nothing happens. Sorry ... the one that worked was named "Index5" and "Index" (which did not work) was the one last loaded. The case errors have also been fixed.
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Post by swietymiki on Jan 17, 2019 7:53:04 GMT -8
After doing some tests regarding CoveredPowerups, it appears that it's not possible to create Cursez and ToyBoxez using this logic. So the references to them should be deleted from CoveredPowerup Page, ToyBox Page, Random Colorz Page (this could be expanded to match the other Cursez as well), Screen Shake Page, Black Screen Page and Mini Cam Page. The ToyBox Page is also missing the information that you need to specify the ID of the item inside, using the Points field. And to get the correct image, you should use "GAME_TOYBOX", without the "INGAMEICONZ" section. There needs to be some clarification that there are no ToyBoxez assigned to other teams in "Bombz Away!", as the page incorrectly states. There are a lot of puzzles involving Bombz in this map, that's true, there's one part where you put your own Toy to stop an enemy and one part where a Toyer Grunt stops your own Bomb, but there are no ToyBoxez placed on the map at all. Maybe it wasn't even known that you could do so at the time, the first puzzle to use placed Toyboxez I can think of is "Bombz And Toyboxez" from 2006. If the discovery were to be attributed to someone, it would be AlexAndGruntz and not Gamer.
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Post by GooRoo on Jan 17, 2019 16:51:36 GMT -8
I have made some changes and re-uploaded them to the web host. I am not sure I managed all of them, but know I also changed the AppendixB/Miscellaneous regarding the unique status of the Toy Box.
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Post by powerfulmind on Jan 18, 2019 4:09:50 GMT -8
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Post by GooRoo on Jan 18, 2019 8:37:04 GMT -8
Interesting! This is the first indication that GoDaddy was paying any attention to the case of files stored! I have frequently posted that things may be "case sensitive", especially regarding the various graphics area examples, where I have specified 2Gr/Gr ... and that reference to 2GR/GR (or 2gr/gr) may not be recognized.
Obviously, the StopWatch entry should be removed ... even the spell check in this post takes exception to the capital 'W'. So a few more changes to references to 'StopWatch' are necessary.
Edit: Well. it appears there is no duplication; GoDaddy simply adjusts the case of the specified URL to match the stored file name. So 2Gr/2GR/2gr (or any combination of cases) is not a problem ... here. If the host ever changes, that may no longer be true.
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Post by swietymiki on Sept 7, 2019 4:44:05 GMT -8
What do you mean? Having an Orange Switch without any rects fields filled crashes the game with a "Bad up-down switch at: [...]" message.
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Post by GooRoo on Sept 9, 2019 7:12:26 GMT -8
What do you mean? Having an Orange Switch without any rects fields filled crashes the game with a "Bad up-down switch at: [...]" message. An incomplete statement, on my part. Switch A connects only to Switch B; Switch B connects only to Switch C; and Switch C connects only to Switch A. Result: all 3 switches interact with one another, and the all of the Pyramidz also are affected when any Switch is activated. Even though only one Switch ID is in the rects fields of each pyramid!
That is NOT the way I interpreted the usage of Orange Switchez and Pyramidz!
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Post by swietymiki on Sept 9, 2019 10:01:55 GMT -8
I suspected you could have referenced to that, but wanted it to be clear for other potential readers. It should be fine now.
When you think about it, the game doesn't need to be aware of the existence of that 3rd (or any additional) switch. We all know what is the working principle of Orange Switches: when one of them is pressed, another one becomes unpressed. So only 2 pyramid sets are ever affected (in Miniature Linkz' case, exactly 2 pyramids). The only thing the game requires is 1 potential switch to be unpressed, and that's what I put in the rects field.
This approach only makes sense when all but 1 of all Orange Switches are initially pressed, because then there's only 1 possible order of pressing the switches.
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